[12.12.25] HUD Design

[12.12.2025] I once again rewatched many early footages and couldn’t stop admiring how awesome the HUD was.

Basically it’s pre‑EA and pre‑v0.3, but the earlier one had a better font and the later one had the Wants panel.


If there are 2D/UI artists here, did you really dislike what you created before? Then that is very self‑critical.

You’re finally bringing back CatEye plumbob, thank you very much! The optional arrow is ofc good, but for me it’s “generic”. But how did it turn out like this literally with the entire HUD being non-optional, guys?

UPD
I want it like before, in a single line, to keep the screen free, but I can’t, the panels overlap each other. And what important info do I actually get beyond what was already in the compact one?


UPD2
Even in the new family tree, the avatars are pre-v0.3 – round, small, and outlined.

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Hi @GDfromRivendell ,
Just like your other comments, I’ve gone ahead and split this one into a separate thread as well.

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Yeah the second large one is the ore-0.3.0 UI, I miss that one so much :sob:
Small and sleek, and those 10-or-so little dots to the left of the “tranquil” moodlet indicator was the emotion bar.
All you needed to do was mouse-over the colored dot you wanted to see and it would tell you “Excited +5 from whatever”

But it was small but still readable without issue, even on 3440x1440.
The urge bar was tiny, and you could see time remaining on your urges from a white bar that was shrinking (visible in the screenshot too) which would turn red when you had less than an hour or something left.

I want it back so bad. As an option, obviously so ppl that prefer the larger blockier new one can keep it.
Heck maybe we could configure those UI elements piecemeal through an UI menu or something.

Thanks for posting those pictures, I do not have any (of quality) that survived from that era as I usually do not take many screenies.

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Yes, but earlier those dots displayed all possible emotions (there were 18), and now there are about 41 or so. So what’s really needed is just a cloud of active emotions: if there’s 1, then one bar on the right is raised, if there are 6, then 6 bars from right to left (or the other way around). In other words, a slightly different implementation is required here, since showing all 41 on screen is impossible.

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Right, these are actually intensity levels, and they can be under the same bar. So, it used to be 18, now it’s 17 + intensity levels = 41. That should probably work with 17 dots/bars, since basically the height of the bar changes, but in addition the avatar colors have become much more varied – Depressed is light blue, and so on. I’m not sure if this is good, but I’ve lost count / track of the emotions due to the random color coding.

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The panel from Ghost Play shows the remaining time for business now. A two‑row HUD has now become unavoidable. :pensive_face:

Have the early access videos for Inzoi partners started yet? @GDfromRivendell

Obviously.

I thought about that, and there where 18 bars, but… most emotions are just higher values of the same bars we had before.
Pretty sure we could get the old emotion bar without any tweaking and it would work.
Actually they have to adjust the bar height(up and down) to match the new emotion values

Another meh because of their default two‑row layout - the pop‑up inventory looks awkward with one‑row placement.

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