Description
The HUD is a multifunctional interface that provides players with essential game information at a glance, enabling efficient gameplay without obstructing the driving experience. Key features are strategically placed to ensure visibility and accessibility during intense gameplay moments.
Implementation
Top Left: Current Amount of Money
Displays the player’s current earnings.
Dynamically updates when the player earns or spends money.
Implemented using a text box in UMG, bound to a variable tracking the player’s total cash.
Middle: Time
Shows the in-game time or countdown related to jobs.
Updates in real-time using a timer manager.
Includes smooth transitions for clarity when time is critical.
Top Right: XP and Current Level
Displays the player’s experience points and current progression level.
Includes a progress bar to visually represent XP gain toward the next level.
Dynamically bound to the player's XP variable.
Bottom Left: Speedometer
A circular or linear visual display representing the player’s current speed.
Connected to the vehicle's velocity to update in real-time.
Designed using a progress bar or custom animation tied to the vehicle movement component.
Bottom Right: Mini-Map
Provides a top-down view of the surrounding area, showing nearby roads and objectives.
Built using a render target and dynamic markers for key locations like passengers and drop-off points.
Middle Left: Accept Job Posting
Shows details of available jobs, such as passenger name, fare, and difficulty level.
Pop-up appears only when a new job is available.
Uses a button component for interaction, triggering job acceptance logic.
Middle Right: Drop-Off Stats / Fines
Displays stats related to the current job, such as the fare, time taken, or fines incurred.
Updates dynamically as the job progresses.
Includes animations to emphasize major events like earning a tip or incurring a fine.
Middle Top: Pointer
Guides the player toward objectives like passengers and drop-off points.
Updates direction dynamically based on player position and the target's world coordinates.
Uses a simplified arrow icon with smooth animations for clarity.
Design Approach
Speedometer, mini-map, and pointer are placed prominently to support navigation and driving. Money, XP, and time are placed in corners for quick reference without drawing too much attention. Elements are spaced out to avoid clutter while maintaining readability.
Click for details
Challenges
Balancing Clarity and Complexity
Challange:
One of the main challenges when designing the HUD was achieving a balance between displaying all essential gameplay information and maintaining visual clarity. The HUD needs to include multiple data points (money, time, XP, speedometer, mini-map, job details, etc.) without overwhelming the player or obstructing the gameplay view. Overloading the interface could distract players from focusing on driving and completing jobs efficiently.
Solution:
Organized information based on importance during gameplay (e.g., speedometer and mini-map in peripheral vision zones for constant access). Secondary elements like XP and money updates are placed in corners and updated unobtrusively.