HUD

Re: HUD

Postby fawstoar » 10 Nov 2011, 13:36

Tempris, that looks interesting... but I don't want to play the game with that visor outline. It's like wearing blinders... and it complicates the screen, rather than simplifying it.
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Re: HUD

Postby TheLastProject » 10 Nov 2011, 14:42

fawstoar {l Wrote}:Tempris, that looks interesting... but I don't want to play the game with that visor outline. It's like wearing blinders... and it complicates the screen, rather than simplifying it.

Agreed. I also have no clue how killing/death messages looks, which is the place where I believe Red Eclipse looks overly complicated. The rest of the Red Eclipse GUI is pretty good.
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Re: HUD

Postby Ulukai » 10 Nov 2011, 17:00

I don't ahve problems with the current HUD either. Even death messages are fine to me. Also, I like the fact that it is described how people are killed, it's often funny. Although I can see the interest of %killer% - %weapon% - %dead%.
Such a large visor seems unpleasant to me as well.
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Re: HUD

Postby tempris » 10 Nov 2011, 20:21

FlyinHigh {l Wrote}:What's the goal you wish to achieve with your mod?

For the sake of keeping this thread about the HUD and not IF, I will say this once(please see https://sourceforge.net/projects/ironfistcube2/forums for more). As far as the IF mod is concerned, I want to develop concepts which I have not seen in Cube Engine games so far. There are a good number of good ideas that I have not seen. For example: real world damage (drowning - after stamina depletion while head underwater, fall damage, etc), movement effects (screen/player bounce while running, footsteps - perhaps dependant on the texture type being stood on), HUD effects (default expandable radar with minimap and other cool effects), and breathing effects (for the first person HUD and hands). I also want to develop realistic shadowing and lighting (so that maps render more realistic than they already do, and they already look amazing!) and realistic phisics(syntensity, but applied to a game like RE). That is the general goal of IF. Once I am able to do so, I would also like to add my own uniqe gameplay to IF, to make it more my own.

fawstoar {l Wrote}:Tempris, that looks interesting... but I don't want to play the game with that visor outline. It's like wearing blinders... and it complicates the screen, rather than simplifying it.

The visor can be toggled off, so that anyone who doesnt like it can do so. I added it because it was a cool concept and I wanted to make it a reality. As far as the mod itself, the visor bounces with movement, and it collects dirt, cracks and debris with damage, which is also a neat design. I designed it to be the colour of your team whils also being affected by the amount of ligh let into the helmet and reflects the current colour of your surroundings, so it lights up with weapon fire and other enviromental lighting factors.
Yes, I agree, it could clutter the screen, but I took that into consideration and increased the FOV so to cancel out what veiwing was lost in the proccess. This feature could be one that draws people to the game, also it could push them away... But I hope that by it being able to be toggled off, people wont be thrown away from the game. I also added a HUD tab in the options for people who are not the variable typing type. I want the visor to draw people in and emerse them further in the gameplay and give them a scense that they are in the game rather than a blank view from a screen. Besides, the visor could be modified, its only an image :).

TheLastProject {l Wrote}:
fawstoar {l Wrote}:Tempris, that looks interesting... but I don't want to play the game with that visor outline. It's like wearing blinders... and it complicates the screen, rather than simplifying it.

Agreed. I also have no clue how killing/death messages looks, which is the place where I believe Red Eclipse looks overly complicated. The rest of the Red Eclipse GUI is pretty good.

As far as the visor goes, again, I also found it rather desturbing, but after a few min of gameplay, I found it quite interesting with how it acts. It is a nice concept and I do think that others would enjoy it as well. I think that the reason that some may find it wierd is that many have become used to playing with an open screen view, one that in my opinion is lacking the attention that I think it needs.
For the obits, I beleive that Lucky's idea is great, with the players, weapon icon used, and icons for the type of kill commited, I beleive that this would please many and I intend to begin work on it soon. I want to keep the funny phrases, but make Lucky's idea an option, and if It is good enough as it looks, make it default.
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Re: HUD

Postby DroiD » 19 Nov 2011, 14:05

(mod?)
I like new hud.
ist more tidy and simply looking i wanna see in 1.2
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Re: HUD

Postby fawstoar » 19 Nov 2011, 16:17

All I really want is for the visor to crack when I take damage. Something like in Tribes Ascend...
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Re: HUD

Postby tempris » 15 Dec 2011, 21:18

Oh the visor definitely does crack and obtain dirt with damage. but its not random, more like a separate layer with fade based on damage. I've worked with some Sauerbraten code and created a bullet hole generator which generates a random set of bullet holes across the screen... its the same code that is used in its background. Any ways Im thinking of applying that to the visor damage overlay to create a unique overlay each time. My goal with it is to make it as realistic as possible... perhaps making it a real model over the screen... But that would be tough to do. The best is to keep it as a flat image and give the illusion I think.
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Re: HUD

Postby ZeroKnight » 16 Dec 2011, 01:38

Not only tough, but would most likely require more resources as well; another thing to keep in mind.
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Re: HUD

Postby Catalanoic » 19 Dec 2011, 21:38

i like it!
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