Feedback Process // U.I. & HUD Concepts
New Question/Feedback Process
In an effort to better serve our backers, we’re going to consolidate most of our feedback/answers to Reddit in https://www.reddit.com/r/systemshock/ It’s been incredibility difficult to respond to every message and comment we get, and we needed a better solution to organize things. Please direct general questions/feedback there, and check there first to see if someone else has already asked your question. We’re not directly running https://www.reddit.com/r/systemshock/ , but several team members are moderators there and can respond directly to your questions.
System Shock U.I. & HUD Concepts
My name is Corey from the Nightdive Studios U.I. // U.X. team. As a fan of the shock series since its inception, I feel extremely grateful for the opportunity to work on this classic remake.
Though the U.I. and HUD are still in a conceptual phase and will not be updated in the first patch to the pre-alpha demo, we thought we would share some of our concepts. Keeping in mind that this is only one direction prior to the full user interface and user experience study that will take place after Kickstarter – we are happy with the stylistic direction that has been explored thus far.
There are many challenges in redesigning the interface and HUD of System Shock (1994). There are a few antiquated features that have to be either removed or completely replaced. One example is the toggle-able ability to see behind your head with a cybernetic implant. The original game built this in as an “implant” or “ability” because the turn radius was quite low, making the player vulnerable from mysterious attacks from behind. This is just one of many things we are looking into outside a fresh modern look.
The new HUD concepts shown here are based off of a minimal yet futuristic cyberpunk aesthetic. Concepts for the new HUD will be based on the idea that this interface that the Hacker is interacting with is projected on his retina. The grid, shown above is meant to keep all elements aligned as though on a surface before they are “bent” for the radical look.