Here’s a look at the basic in-game head’s up GUI.
The general philosophy is for the GUI to get out the way and let the player focus on the game world. We’re trying to minimise visual noise by presenting information contextually, only when you need it.
For example, when you’re switching tools, you’ll see your tool bar:
When your tool is selected, your toolbar will get out the way and let you focus on the game world:
If you’re not taking damage, or there are no items in the event log, that GUI won’t be presented prominently either:
There’s still a fair amount of work to be done on the HUD and decisions to be made. For example: what about maps, 2-handed items, chat, world markers. Here’s an early look at how some of those things could be visualised (it’s unlikely you’d see all of this stuff at once).
Not all of this functionality will come in the first release, but it is being designed together with simplicity in mind.
A few extra touches I’ve added in: the item you’re holding in your hand has it’s respective glyph displayed alongside. Players also will be represented using iconography built from the first letter of their name in the Oort alphabet, in a tint colour of their choice. This tint colour could extend as far as tinting the rest of the player’s GUI:
Thoughts and feedback welcome as always!