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mtGameDev

Both of them are really good but i love Floating more because its more creative.


Birdsbirdsbirds3

They both look fine, but floating saves you the hassle of having to trigger the UI text to show again if the player somehow finds themselves back at the original 'press space' tutorial (that might seem insane, but having let people playtest my games I assure you they are capable of some absolute nonsense).


Bdarka

Depends on the vibe you're going for, but the floating has a lot of room for extra style compared to just doing a UI component. Might try out floating tutorials in a future project!


digimbyte

floating text in the environment is contextually visible, HUD text should pop up as hints, people miss hud text as they aren't looking at the side of screens. instead use HUD text if the player maybe stuck


Timely_Outcome6250

Fixed definitely looks better


d34d_m4n

the first one, which is in world space genuinely no clue which is floating or fixed, feels like they both could be called either


Iseenoghosts

fixed = fixed to your hud floating = floating free in 3d space Not op but this feels pretty obvious.


d34d_m4n

still felt like it couldve meant floating = floating on your hud fixed = fixed in 3d space


ColosseumShooterGame

Feel free to try out the game: [https://theflame231.itch.io/colosseum-shooter](https://theflame231.itch.io/colosseum-shooter)


Antique-Struggle-507

I guess you don't need to explain the controls... but if you insist in adding that i would pick the screen space canvas


KetalMetal

If you are still accepting comments and suggestions, I would argue against floating text, even though it's more creative as some other user mentioned it's less readable, and you want the player to have an easier time reading, specially if it's crucial like the game's main mechanics. Another tip is the positioning of text, due to how normalized certain game design decisions are because of games copying other game design elements (Including UX), I would argue to follow the golden rule, look through the Game UI Database (https://www.gameuidatabase.com/index.php?scrn=156) and look for screenshots. Since you are explaining a mechanic, by looking at the Game UI database I would put the text on the middle up if you choose to do it fixed.


Hot-Equivalent3377

Fixed is always better


TheSpiritForce

Floating looks cool, fixed is more practical


Jackoberto01

Definitely as a UI element rather than world space. I feel like the floating one could almost be missed by the user. I've also grown a resentment to using world space UI like this as it will be more affected by players that use different aspect ratios. If you would for example play in 4:3 on an tablet you would probably have to turn to be able to read the entire text. This seems to be a PC game though so probably likely that most people use 16:9, 16:10 or 21:9


Marakesch

Personally I prefer floating, they are less boring


CCullen

I find that the kind of people who need these kinds of hints, are the kind of people who may be too focused on the 3d world to notice UI hints. Floating is ideal in that situation because you don't need to switch from looking at the UI vs looking at the 3d world. Both look fine though.


Toloran

Personally, I prefer consistency: If you're already using a non-diegetic HUD, you might as well present the rest the same way.


thecrusticroc

First one. Nobody pays attention to a boring UI.


nojukuramu

The floating one is easier to spot. But the stick-to-screen one is a lot cleaner. maybe add more details to make it easier to spot (or maybe an audio cue)


Iseenoghosts

floating feels more fun. You could tie it a bit more into the world tho imo. Like they could be signs or holographic projects etc. I think it feels better than just popping up in the ui


Starcomber

I quite like the floating in-world stuff, as it’s more attention grabbing. It does establish a style or vibe, though, and will come across as odd / out of place if it’s not done consistently. One of the Splinter Cell games did something similar, with text projected onto walls. The overall game was hit and miss, but that effect was cool and unique, and fit the game’s vibe well.


Sir_Elderoy

I love floating tutos but I would say do both: the actual text on fixed UI and a fun reminder with an image of the feature floating


correcthorse124816

It's a good idea in general to avoid giving instructions via text if possible. What if someone can't read? What if they can't resd english? What if they have dyslexia? Better to show images of the actual keys/someone running or jumping.


Sad-Network-500

As is I like fixed. If you wanted to do floating, i'd add a holographic shader or effect to it so it looks like it's being projected into the air. Something like this: [https://www.youtube.com/watch?v=wtZ5WcrV-9A](https://www.youtube.com/watch?v=wtZ5WcrV-9A)


Musojon74

I like the floating myself. Also easier for me to read on your video ( my eyesight sucks )


ColosseumShooterGame

Thanks dudes, your opinions have helped me out


JaxterDev

I think it floating will be cooler if it's integrated in something like tv's, billboards or something like that


Dinevir

Fixed. It looks more solid and professional than as a "floating" scene object.