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Thread Statistics | Show CCP posts - 44 post(s) |
IgniteableAura
Ancient Exiles. Dirt Nap Squad.
1015
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Posted - 2014.05.08 14:23:00 -
[1] - Quote
Please please please add N,S,E,W onto the minimap as well as the "compass" you have on the top of the screen. PLEASE!
I assume that compass on the top will eventually rotate, but wanted to ensure you are actually placing the nautical directions onto it.
Also putting the grid coordinates somewhere on the HUD would be nice (EX: B5). So its not only easy to reference for technical problems, but also to give those supplying OBs a more definitive target. Match the grid coordinates with the ones already published in the "map feedback" section of the forums. Place these grid coordinates on the full screen map as well.
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IgniteableAura
Ancient Exiles.
1022
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Posted - 2014.05.10 15:47:00 -
[2] - Quote
CCP MC Peanut wrote:thanks!
No, thank you for all that information. You sir are awesome.
Youtube
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IgniteableAura
Ancient Exiles.
1031
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Posted - 2014.05.11 17:08:00 -
[3] - Quote
MC Peanut,
Is it possible to make the health bars more dynamic based on shields vs armor? So that when you are shooting someone you have an idea where their "tank" is?
So for example the armor bar would be red and the shield bar would be blue. Each would be proportional to their total HP.
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IgniteableAura
Ancient Exiles. General Tso's Alliance
1036
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Posted - 2014.05.12 14:25:00 -
[4] - Quote
CCP MC Peanut wrote:IgniteableAura wrote:MC Peanut,
Is it possible to make the health bars more dynamic based on shields vs armor? So that when you are shooting someone you have an idea where their "tank" is?
So for example the armor bar would be red and the shield bar would be blue. Each would be proportional to their total HP. I might not be understanding your question correctly, so feel free to bark back if I answer it wrong. Health and Armor bars could have a bar 'tick' (or do we call these cells?) for each unit of armor/health. This is the basic setup on our material: there is a 'barScale' parameter that will tile/repeat the bar texture (which is always a texture of 1 cell/unit/tick) by whatever the numeric value is. But in the case of Health and Armor, we have pretty large values, so repeating the ticks so much ends up kind of ugly, so we need to set the barStep parameter, which represents the number of numeric units that each texture 'tile' stands for. So if I set the barStep to 2, and the scale is 10, I see 5 cells (when full). Currently on the suits we are dividing their maxAmmo value by a constant scalar value so that they end up having the same number of texture repeats, but we don't have to. In the ammo department we are actually representing them more accurately, but once the ammo count gets high, we start setting the barStep. Part of me thinks you are asking the health bars of the person you are shooting, though? This could happen--it would have to be part of the targeting info, or the data would at least have to be provided by the same system that grabs the target info data, but we could put it somewhere else. And the bar colors can be whatever we want--that is just up to the designers.
Yes, sorry I didn't clarify my thought more. It would be more information in a smaller space near your target (therefore more usable). Currently its difficult to know how much armor and shield your target has, especially in proportion to one another without looking down at the bottom of the screen where the target information currently is located.
To clarify, my thoughts were to make the health bars of the object you are shooting at show in different colors depending on how much armor and shield they have. So if you were shooting a Cal heavy it would likely have a larger portion of "shield bar" while a Gal heavy would likely have a large portion of "armor bar"
This would allow for more tactical gameplay, especially for commandos. For example: if you see your opponent has a lot more armor than shield, you would pull out a Rail Rifle instead of an AR.
Lastly, it would be also nice to have a single bar on our own HUD IMO because it takes up less visual space. Having two values and a single circular bar would be more appealing to me as long as the scale is proportional. I always freak out when all my armor disappears visually when I really only have 80. I would be more inclined to take cover if "half my HP is gone" as it would be easier to visually see with a single bar. This would also make it consistent with what enemy health bars look like on the battlefield.
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IgniteableAura
Ancient Exiles. General Tso's Alliance
1047
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Posted - 2014.05.13 15:34:00 -
[5] - Quote
CCP MC Peanut wrote:The feedback continues to be great.. As awesome as you guys find Dev responses, the feedback you are posting is even more stellar (space themed games deserve space themed adjectives).
The shield-armor ideas for the targeting info are absolutely possible. And I much better see your point on the benefit of being able too discern the ratio between Armor and Shield. What do you think is the best way to show the current value of the Armor Shield, but still preserve the ratio relationship? I'm thinking you could either use 4 colors (2 for depleted, 2 for not), or a secondary bar or two underneath--could be thin. Also we could still do it with 2 colors, but layer 2 bars over each other and have the bottom one not update (as the above disappear when depleting)
COMPASS WORKS I was inspired by you guys. I know we would have done it sooner or later, but after hearing so many people woot the presence of the compass and not seem to upset that it was non functional, I had to. And it wasn't very hard. I ended up doing it in the shader. I was able to figure out the world space camera vector and then used a custom material node (which is just a place to write hlsl) to convert the vector to an angle range. Then divided this by pi left me with a -1 to 1 value, which I used to drive the U coordinate position of the texture. Also I exposed an offset value so I could go into a map, orient myself north, and plug in numbers to the offset until the compass was correct. Now back to the artist to create a texture for the full 360 view. Hopefully we can show this off very soon in an actual Dev Blog post.
Working compass Very nice. That truly is a feature that we have been looking forward to, so we are most appreciative that it seems to be working. I look forward to its debut via dev blog. Thank you, Thank you, Thank you
As far as shield-armor ideas, I would imagine a single bar with four different colors would give a good representation of total health. But I think it should be consistent with what is in our own HUDs. So whatever functions and looks the most "pretty". For giving absolute numbers, I am unsure what would work best. I will need to think on that. But the current idea of segments equating to 50hp each is a good start. I enjoy that currently Dust gives us specific details (531 shield, 243 armor) but it could work to give us estimations in the bar form. Depending on peoples shield/armor amounts I can tell what mods they are probably running, so having exact numbers can help. How to elegantly display that information....is for those more creative than I.
Secondly, you got me wishing the HUD could express everything involved in the current "spreadsheet" at the bottom of the HUD when we are targeting something. It would definitely create more immersion. Perhaps there could be a thin white line that signifies our "weapon efficiency" as well.
Lastly, just a random thought, but I think it would be REAAALY cool if our HUD would break/crack when we take some armor damage (% based) and then "repair" when we get armor reps. Fluxes could also cause a little distortion to our HUD.
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IgniteableAura
The Last of DusT. General Tso's Alliance
1150
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Posted - 2014.05.23 01:49:00 -
[6] - Quote
CCP Saberwing wrote:CCP MC Peanut wrote:CCP MC Peanut has a youtube channel now I got permission to upload some footage of the compass. The texture is still a work in progress and will be updated later by artists, but you can see it moving with the camera. https://www.youtube.com/watch?v=rTk3C5HPoZs Ridiculously awesome <3
MC Peanut for president!
Dont suppose you could add things like N,S,E,W on that compass too? Please please pretty please. So we know if its NNW or SSE etc.
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