mrhands

Sexy game(s) maker

  • he/him

I do UI programming for AAA games and I have opinions about adult games


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mrhands31

While perusing Reddit, as one does, I encountered some whining and moaning about the upcoming Suicide Squad game, specifically the HUD. Fun fact: The screengrab is from this IGN preview, which is surprisingly fair and balanced!

The Reddit comments suck, but that's to be expected from the general public. However, I don't think the HUD is bad; this is just what happens when you have to shove in the insane amount of mechanics that live service games require on the same screen. Continue reading for a breakdown of what's being conveyed here on this screen, with the caveat that I haven't actually played the game.


In the top left of the screen:

  • Character you're playing as (shark fin icon)
  • Mysterious shark fin icons (lives? revives?)
  • Health (yellow bar)
  • Shield (blue bar)
  • Experience and level
  • Message indicating experience was added

In the top center:

  • "Data Shards Deposited" is probably the current mission objective
  • Progress bar for the mission objective
  • Mission objective count

In the top right:

  • "Tune Anti-Flash Weapon" - Secondary objective
  • "Charges - 2/8" - Progress for the secondary objective
  • "✅ 2 - Rounds" - Further progress

In the middle right:

  • List of players, with the local player as the second row
  • The "Charges" icon reappears here, showing that another player has two more charges
  • There's some kind of point ranking that I don't see conveyed anywhere else
  • The player color possibly conveys something else; the third player is pink, and they have a little crown symbol due to a "Scavenger-Explosive-Kill-181XP" message

In the bottom right:

  • Batman is having a little chat with us
  • Minimap
  • Button prompts for quick chat actions

Breaking down the minimap (my specialty):

  • Shows our current orientation and our field of view
  • The position and orientation of the other players1
  • Where the other Charges are located

Next, in the bottom middle:

  • Our special ability is ready to go, which can be activated by pressing (L1) + (R1) simultaneously (our first indication that this is a PlayStation 5 build)
  • We have another ability, but this is currently not ready to go

In the bottom left:

  • Three icons in pink, blue, and yellow - It's not immediately obvious to me what these indicate
  • Our current pew-pew
  • Bullets remaining - Reloadable with (Triangle)
  • Type of bullets used
  • Skull icon possibly indicating the damage type
  • Axe with a progress bar and a snowflake (for ice damage?)
  • Three grenades left - Throwable with (Circle)

And in the center middle:

  • A giant plus with a 6 and a progress bar - No clue what this means

Finally, we can turn our attention to the center of the screen:

  • Press (Square) to do "something"
  • Harvest shields with (R2)
  • A health bar on the enemy
  • Damage numbers popping up of to pretend this is an RPG

In conclusion, that's a lot of shit on the screen. But I don't expect the game to throw all of these elements at you at once. The First Time User Experience (FTUE) is very important to a live service game because obviously this is a bit overwhelming at first glance.


  1. Players are distinguished with color only on the minimap, which isn't great for accessibility.


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