Karasu_Tomoe
Member
I'm trying to make a first-person fighter-type game, kind of like the Punch-Out series, with some overworld exploration elements. But I'm struggling with where to put things like the player health bar, enemy health bar, etc. Are there any sort of established conventions I should try to follow?
Example: The trend with health bars is typically to place them somewhere in the top corners of the screen for most games, namely those with 3rd-person perspectives (your Zelda's, Mario's, PUBG's, and on and on). However I notice for the majority of 1st-person games, the health bars (if they have them) and most other UI elements are typically found along the bottom corners. (Obviously there are exceptions both ways. Halo has its health bar top-center, for example, while Sekiro's player health is bottom-left.)
What I'm trying to research is what are the exact reasons for these devs' decisions to put things on the top of the screen as opposed to the bottom, or vice versa. Is the human eye drawn to certain parts of the screen over others? Could it be an affordance thing? (Example: looking down at a health bar on the bottom of the screen would equate to looking down at your own body, checking for injuries and such.)
For my game, I currently set up the player's health on the bottom-left, with your 1-on-1 opponent's health on the top-right. Could this be optimized somehow? To be honest, I'm starting to feel that having the two meters that far apart is leading to too much eye movement. Maybe putting the enemy health top-center would be better?
Example: The trend with health bars is typically to place them somewhere in the top corners of the screen for most games, namely those with 3rd-person perspectives (your Zelda's, Mario's, PUBG's, and on and on). However I notice for the majority of 1st-person games, the health bars (if they have them) and most other UI elements are typically found along the bottom corners. (Obviously there are exceptions both ways. Halo has its health bar top-center, for example, while Sekiro's player health is bottom-left.)
What I'm trying to research is what are the exact reasons for these devs' decisions to put things on the top of the screen as opposed to the bottom, or vice versa. Is the human eye drawn to certain parts of the screen over others? Could it be an affordance thing? (Example: looking down at a health bar on the bottom of the screen would equate to looking down at your own body, checking for injuries and such.)
For my game, I currently set up the player's health on the bottom-left, with your 1-on-1 opponent's health on the top-right. Could this be optimized somehow? To be honest, I'm starting to feel that having the two meters that far apart is leading to too much eye movement. Maybe putting the enemy health top-center would be better?