Hud Reworking

Hud Reworking

Postby qreeves » 03 Dec 2011, 14:48

Here's what we have so far, shown here:
  • Health and impulse bars
  • Residual burning/bleeding notification icons
  • Improved glow effect that acts more like inventory delimiters
  • Mini-score tracker
(Note: The colour is, by default, based on your player colour, I just happen to choose purple for mine. You will be able to set it to whatever colour you like.)
Attachments
screenshot.0001.jpg
Quinton "quin" Reeves | Lead Developer, Red Eclipse | http://redeclipse.net/ | http://www.facebook.com/redeclipse.net
User avatar
qreeves
 
Posts: 1294
Joined: 17 Mar 2011, 03:46
Location: Queensland, Australia

Re: Hud Reworking

Postby TheLastProject » 03 Dec 2011, 14:55

I never considered the HUD to be a bad point about the game, but the new HUD is just full of awesomeness. It's about 20 percent cooler than the old one.
Hats, Afros, wings and raptor feet. This game is showing progress indeed.
TheLastProject
 
Posts: 432
Joined: 06 Nov 2011, 17:04

Re: Hud Reworking

Postby fawstoar » 03 Dec 2011, 15:01

Is it going to be only in purple? :P
-Wasabi
Map flythroughs, RE trailers, etc: http://www.youtube.com/playlist?list=PL67578B2BCD99FB7B
User avatar
fawstoar
 
Posts: 218
Joined: 27 Mar 2011, 20:53
Location: Canada, ideally.

Re: Hud Reworking

Postby qreeves » 03 Dec 2011, 15:06

fawstoar {l Wrote}:Is it going to be only in purple? :P

The colour is, by default, based on your player colour, I just happen to choose purple for mine. You will be able to set it to whatever colour you like. (Clarified this in my OP too).
Quinton "quin" Reeves | Lead Developer, Red Eclipse | http://redeclipse.net/ | http://www.facebook.com/redeclipse.net
User avatar
qreeves
 
Posts: 1294
Joined: 17 Mar 2011, 03:46
Location: Queensland, Australia

Re: Hud Reworking

Postby TheLastProject » 03 Dec 2011, 16:02

You know, after playing a bit SVN and 1.1, I noticed that I do miss the number on the energy/stamina thingy. It's nice to have a number, so you can instantly see if you're at 19% or 20%, instead of knowing around how much you have. That's just my opinion. At any rate, the new HUD is coming along quite nicely, as I already said. The fact that it's based on player color was something I was not aware of yet, but it's cool to know.
Hats, Afros, wings and raptor feet. This game is showing progress indeed.
TheLastProject
 
Posts: 432
Joined: 06 Nov 2011, 17:04

Re: Hud Reworking

Postby riidom » 03 Dec 2011, 17:19

I count 8,5 bars for the stamina counter atm, if this gets reduced to 5, each full bar means a 20%-piece then. I *imagine* that as easier/quicker to read, but just a random idea.
User avatar
riidom
 
Posts: 218
Joined: 25 Jan 2010, 02:02

Re: Hud Reworking

Postby inpersona64 » 03 Dec 2011, 19:26

What gametype is it, cause it looks like that has been removed too
User avatar
inpersona64
 
Posts: 474
Joined: 01 Apr 2011, 18:19
Location: Eastern USA

Re: Hud Reworking

Postby qreeves » 04 Dec 2011, 03:49

inpersona64 {l Wrote}:What gametype is it, cause it looks like that has been removed too

When I test stuff, by default I type:
{l Code}: {l Select All Code}
/dm bath; botspeed 0

So it is FFA on Bath. Yes, the game type indicator was removed because it seemed superfluous compared to having the score tracker at the top right. You can see the game type when you first spawn in the centre notices, as well as on the scoreboard (which is shown by default when you first enter a map).
Quinton "quin" Reeves | Lead Developer, Red Eclipse | http://redeclipse.net/ | http://www.facebook.com/redeclipse.net
User avatar
qreeves
 
Posts: 1294
Joined: 17 Mar 2011, 03:46
Location: Queensland, Australia

Re: Hud Reworking

Postby Ulukai » 04 Dec 2011, 11:16

The new interface is looking very nice! The old one was never a dealbreaker for me, I liked it as well. I think riidom is right saying that when you can count the bars, you can calculate the percentage. If there already are 8.5 bars, why not make 10 bars and let each count for 10%?
User avatar
Ulukai
 
Posts: 741
Joined: 19 Mar 2011, 10:55
Location: Mechelen, Belgium

Re: Hud Reworking

Postby TheLastProject » 04 Dec 2011, 12:25

Ulukai {l Wrote}:The new interface is looking very nice! The old one was never a dealbreaker for me, I liked it as well. I think riidom is right saying that when you can count the bars, you can calculate the percentage. If there already are 8.5 bars, why not make 10 bars and let each count for 10%?

The current SVN version has 5 bars.
Hats, Afros, wings and raptor feet. This game is showing progress indeed.
TheLastProject
 
Posts: 432
Joined: 06 Nov 2011, 17:04

Re: Hud Reworking

Postby Ulukai » 04 Dec 2011, 14:44

Perfect! When it comes to community feedback, Quin really is the best.
The vertical bar is a lot better than the circle.
User avatar
Ulukai
 
Posts: 741
Joined: 19 Mar 2011, 10:55
Location: Mechelen, Belgium

Re: Hud Reworking

Postby fawstoar » 04 Dec 2011, 16:24

Tried out the SVN last night and it feels so much smoother and refined. The variables are spot-on, the HUD feels great, and multi is fun as ever (though we need it adapted for more maps... it could work well with Ghost and John_III's Isolation, not sure about the others).
-Wasabi
Map flythroughs, RE trailers, etc: http://www.youtube.com/playlist?list=PL67578B2BCD99FB7B
User avatar
fawstoar
 
Posts: 218
Joined: 27 Mar 2011, 20:53
Location: Canada, ideally.

Re: Hud Reworking

Postby ZeroKnight » 05 Dec 2011, 18:20

TheLastProject {l Wrote}:You know, after playing a bit SVN and 1.1, I noticed that I do miss the number on the energy/stamina thingy. It's nice to have a number, so you can instantly see if you're at 19% or 20%, instead of knowing around how much you have. That's just my opinion. At any rate, the new HUD is coming along quite nicely, as I already said. The fact that it's based on player color was something I was not aware of yet, but it's cool to know.


From my "Useful Look 'N' Feel Variables" thread:

{l Code}: {l Select All Code}
inventoryimpulse    integer    Range: 0 .. 2    Default: 2
    - Toggles display of Impulse Meter:
        0: Do not show
        1: Show only ring meter
        2: Show ring meter and textual percentage


It's been washed several pages away by now. I think I might bump it because this it the third or fourth time I've linked to this.
Or perhaps it could be stickied?
Also, does the new HUD have any new variables that would be good to include in aforementioned thread, quin? I haven't been able to playtest SVN recently, which disappoints me. :/

This also brings up a question of mine: With the new impulse bar, does this variable even exist in SVN? I prefer being able to see the textual representation alongside the graphical one. (I'm a data-display/info whore)
If not, may I request this variable stay? As far as placement of the text, you could work the battery into a "reversed" image like the health icon, and have the percentage show in the resulting blank space it would make. (it would look just like the health container, just with a battery instead of a + )

Another little known fact that is also revealed in the previously mentioned thread of mine is that you could see a scoreboard in your inventory since 1.0
{l Code}: {l Select All Code}
inventoryscores    integer    Range: 0 .. 1    Default: 0
    - Adds a bar to your inventory, above the weapon bar. From bottom to top, it will dispaly your score, then the person with the highest score other than you, the person with the second highest score, and the person with the third highest score.
Note that you will always be the largest one at the very bottom, regardless of your score.


Regardless, the new hud looks very nice, quin! I especially like the idea of burn/bleed indicators ^_^
If it's not too much trouble, how about adding an in-game clock somewhere? One that tells real time? I've seen a few FPS's that employ real-time clocks in their HUD. It's really nice for fullscreen players who can't check their bottom right at a glance. (or top right if you're a GNOME/KDE user ;3)
[ Github ][ WazuClan -- irc.wazuclan.com #wazuclan ][ Zero's Archive of RE Extensions, Scripts, WeapMods & More! ]
User avatar
ZeroKnight
 
Posts: 524
Joined: 08 Jun 2011, 01:24
Location: Ohio, United States

Who is online

Users browsing this forum: No registered users and 1 guest