Core Principles and Functionality:
The HUD is mostly out of the way with only necessary information on the screen at all times.
HUD Elements
Health & Status Indicators:
Health is displayed in the form of a filled bar based on the player's health percentage.
In the middle of the bar, the exact number of health is displayed.
Any status effects the player receives will be shown below the health bar in the form of an icon and a time limit displayed over the status.
Ammunition:
Ammunition is displayed in the bottom right of the screen next to the icon of the equipped weapon in the form of a fraction of ammo/max ammo.
Objective Markers:
The key door to get out of each level will have a marker over it at all times, and any sub-objective will have a marker at its general location.
Interaction Prompts:
A button prompt with the E key will show up near any object that can be interacted with within 1 meter of the object.
Dynamic Elements
The health bar and weapon UI will not be shown on the player's screen when the player is not in a combat area/has not taken damage within 1 minute.
A slight but noticeable red flashing only appears when the player has 10% or less health remaining. It also makes a slight beeping noise.
The Inventory Log only appears when an item is picked up.
The UI for Medieval Madness Is mostly based on the UI Gunfire Reborn as I feel it has one of the best UIs in the genre. Everything is clearly communicated and looks clean & crisp.
Tutorial Message Area:
On the right side of the screen, there is a section for pop-ups that occur when the player encounters a new object or enemy a short description of the subject and controls if applicable.
EX: "Bow & Arrow: Can be used to shoot aerial enemies. Press [Left Click] to Shoot."
Inventory Log Area:
On the left side of the screen, there is a section for pop-ups that occur when the player picks up a forage item.
The section can hold 5 of these messages at a time and will fade out after 3 seconds.
Health & Statuses Area:
The health is shown in the top right corner of the screen and displays the player's current health.
Any status effects are shown underneath the health bar showing a timer of the duration on top of the status effect.
Weapon & Ammo Area:
The current weapon & its ammo is shown in the bottom right corner of the screen.
The ammo is shown to the left of the current weapon in the form of a fraction of current ammo/max ammo.