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Author |
Thread Statistics | Show CCP posts - 44 post(s) |
Maken Tosch
DUST University Ivy League
8476
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Posted - 2014.05.10 16:11:00 -
[1] - Quote
CCP MC Peanut wrote:Hey Everybody, CCP MC Peanut here--new to the forums (and this is my first post). I'm a Technical Artist here in Shanghai and was mostly involved in the HUD upgrade for the Project Legion Prototype you saw at Fanfest. I'm excited you guys noticed the work and are discussing it. The feedback is super awesome too (so awesome I forwarded the post to a lot of other devs). I thought I would jump in and give a little further explanation about what we did and potentially where we can go from here.
The HUD that you see in the Project Legion Prototype showed at Fanfest is now being rendered inside the 3D Scene. This is a significant change. While what you saw in the demo isn't incredibly different to what was there before, I want to emphasize that we have completely changed the underlying system for creating HUDs and have built a pipeline that puts the artist and designers much closer to the implementation. What you saw was the first implementation with the new system. And while the demo doesn't demonstrate it all--everything is working. In a very short time (a few weeks maybe), a few of us rebuilt the HUD, recreated all the logic, and tuned it to a slightly new visual design.
I'd love to go a little more in depth and explain some of the cooler benefits we are finding with this change:
Artist and Designers can iterate like crazy: Unreal already has a lot of robust tools available to it, so why not take advantage of them. One of the things the artist love the most is being able to play the game with the editor open and update their material parameters in real-time. The 3D HUD is heavily utilizing the Unreal Material system. For example, all the 'bars' stem from the same base material, which has parameters to control the scale of the ticks, space between, color (including switching the color over position), flashing (speed and color). Tuning these parameters in-game is pretty awesome and very easy. Another example, the most obvious one probably, is that since it is 3D, we can change the position and layout very easily--it is as simple as moving it in the 3D package (Maya) and re-importing the geometry.
Logic outside of code This was an interesting choice, but I believe it was the right one. We are exposing game data to the artist/designer through events in the visual scripting system, called Kismet (if you aren't familiar with Kismet, it is a node based scripting tool provided within Unreal that allows artists and designers to do more 'programmatic' things). With this change, much of the logic is in the hands of the content creators--the programmers are only responsible for providing the information when applicable. This sounds like it could become overwhelming, and we have been careful about not suddenly dumping everything in their laps. I can give one example. When your shield value changes, an event will be fired (a kismet event inside the HUD map file). This event will expose the current and max shield value. Luckily, our bar material has a max and current parameter input, so we just update the values (using a Kismet action) and all is good. While this is something that sounds like it could be completely programmatic, it is so much nicer to give the content creators the flexibility. If we wanted to, we could trigger a distortion animation every time the armor value changed, and as the armor got lower, the distortion could be more significant. This would require zero programmer support.
Lots of technology to utilize Because we are in 3D we have access to all the rendering technology as other 3D stuff (suits, weapons, environments). We can also utilize the same tools (materials, modeling, an animation) that our 3D artists are familiar with, so the transition for workflow, was not so bad.
Capacity to be Dynamic I can't make any promises about racial HUDs, but we are definitely in a much better position to be able to do them. It is very easy to create new 'visual' components without needing to rework the data hookup--and they would be lightweight and low cost.
There is more, and I could go on, but perhaps that is better for follow up posts. Our hope is that we have built a system the is flexible enough to give us more options to do the kinds of things you guys are asking for. Regarding these requests, I can definitely weigh in on their possibility within the system, but I am unable to comment on the likelihood (that is someone else's call). Please keep the feedback coming, and feel free to post follow up questions.
thanks!
WHAT BLACK MAGIC IS THIS?!!??!
A DEV? COMMUNICATING SUCH EXTENSIVE DETAILS WE'VE BEEN LOOKING FOR? KILL IT! KILL IT WITH FIRE!
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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Maken Tosch
DUST University Ivy League
8506
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Posted - 2014.05.12 01:36:00 -
[2] - Quote
You see, CCP? YOU SEE THIS? ^^^^^^^^^^
THIS. IS. HOW. YOU. COMMUNICATE!
Thank you CCP MC Peanut. ;)
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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Maken Tosch
DUST University Ivy League
8519
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Posted - 2014.05.13 00:50:00 -
[3] - Quote
@CCP MC Peanut
Since you're here, I like to point out something that has gotten me a disoriented (literally) when I was playing Dust.
Every time I spawn in at any location whether it's an uplink, objective, default spawn, or CRU, I get completely disoriented upon spawning in to the point that even with the help of the compass I am momentarily unable to get a sense of direction. I'm serious. For some reason my sense of direction goes the way of the dodo bird during that first moment immediately after spawning. Of course, a moment or two later I regain my sense of direction thanks to the compass and then all is right again.
I don't know if this has anything to do with just biology and maybe this is just me experiencing this and no one else.
In any case, this seems like something that can best be addressed with a subtle visual cue built into the spawn points when I'm in the map overview screen. If an uplink is facing a specific direction, I like to know before I pick that spawn. I don't want to spawn in facing a wall while a redberry has his gun to my back. But the issue with the disorientation comes in when spawning in via the objectives and CRUs where I can spawn in at a random point at a random direction. Am I going to spawn in facing the objective or away from the objective? Am I going to spawn behind that barrier or out in the open?
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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Maken Tosch
DUST University Ivy League
8531
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Posted - 2014.05.13 17:03:00 -
[4] - Quote
IgniteableAura wrote: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.
That would actually be cool especially the Flux affecting the HUD in some way. Depending on the tier of the flux, the HUD would either suffer minor static or end up going completely bonkers to the point of temporarily shutting down until the effects of the EM wear off.
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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Maken Tosch
DUST University Ivy League
8531
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Posted - 2014.05.13 17:05:00 -
[5] - Quote
Ace Starburst wrote:3. Ability to switch to squad mate's vision. Would help in designating targets.
That could actually be a helpful training tool for instructors in the Learning Coalition and Ivy League Alliance so that they can see directly what the trainee did right or wrong and how to improve. This could also enhance the scout role on the actual battlefield.
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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Maken Tosch
DUST University Ivy League
8652
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Posted - 2014.05.19 02:33:00 -
[6] - Quote
KAGEHOSHI Horned Wolf wrote:Thank you for the reply, what HUD features are among your goals for Legion by release? What do you foresee the HUD being like?
This I like to know as well.
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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Maken Tosch
DUST University Ivy League
8653
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Posted - 2014.05.19 03:37:00 -
[7] - Quote
CCP MC Peanut wrote:Maken Tosch wrote:KAGEHOSHI Horned Wolf wrote:Thank you for the reply, what HUD features are among your goals for Legion by release? What do you foresee the HUD being like? This I like to know as well. This is not something I am able to comment directly on, unfortunately. I am not in a position to make decisions on what we ultimately implement. What I can say is that the new HUD pipeline is dramatically more flexible such that our artists and designers can be more directly involved to implement the things that they want. I can say that the feedback is immensely helpful and you guys have challenged me with lots of questions that have made me re-examine some of our system implementations (which is good).
Great to know.
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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Maken Tosch
DUST University Ivy League
8682
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Posted - 2014.05.22 14:22:00 -
[8] - Quote
CCP MC Peanut wrote:CEOPyrex CloneA wrote:Assume this compass can be interfered with via EW modules? perhaps it also doesnt work on certain planets due to interference / no magnetic fields (if powered that way)
How about making this a module that has to be setup as the match starts to enable certain HUD devices / widgets and can be attacked by cloakers who can disable certain HUD functions either by EW grenades or killing a planted device acting as an intel uplink?
(how about eve players deploying satellites in orbit for certain intel features?
omg my brain hurts but gg chaps, keep the vids coming. Wow that is a fantastic point that I hadn't yet thought of. It would be very easy to 'mess' with the compass. We could offset it by a wrong value, or even merge in a 2nd value that is animating. I'll point some designers to your post.
You get one free hug by Miku.
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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Maken Tosch
DUST University Ivy League
8687
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Posted - 2014.05.22 23:28:00 -
[9] - Quote
Foehammerr wrote:MC Peanut, when I watched the clip of the compass, I noticed that (to me at least) the rotation of the compass feels unnatural and counter intuitive. Having the compass act static and behave as if the user is looking inside a circle would be better in my opinion. What i mean by that is to have the compass rotate the opposite way of which the user turns.n++
It could be that he's basing it off the way a magnetic compass looks to an aircraft pilot in real life. Many such compasses on airplanes work like that.
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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Maken Tosch
DUST University Ivy League
8741
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Posted - 2014.06.04 18:55:00 -
[10] - Quote
Any updates so far, Peanut?
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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Maken Tosch
DUST University Ivy League
8743
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Posted - 2014.06.05 00:12:00 -
[11] - Quote
CCP MC Peanut wrote:Maken Tosch wrote:Any updates so far, Peanut? Recently I have been more involved with the Starmap work so not a lot is happening related to the HUD. I've had a few conversations with the guys working on the Salvage stuff just so they are aware of the kinds of things we can do--I believe we will be able to do some cool things with the HUD here, but it is important they are aware of the way it works so they can expose the information in the right way for the HUD. Outside of this I've been supporting CCP Photon as he works on integrating text rendering--this is a big next stuff for the 3D HUD--or 3D UI system. After this our goal is to implement a few 'simple' widgets in 3D, such as a label and text field. Currently we are using a lot of the work done on the Starmap as a guideline for how to 'organize' this. Although the difference is that the Starmap spawns every asset through code, where 3D UI elements will need to be able to be place by the artist. Although there could be a middle ground here, where the artist places sockets in a 'layout' and the UI system still spawns the appropriate actors at said sockets. This is very early thinking right now--still needs a few more conversations and maybe some experiments until we have a clearer picture.
I see. have you considered the Sensor Overlay created by Team Five O or least making a Legion version of it as part of the 3D HUD in conjunction with Salvaging? I see this as something very helpful so maybe if you can get in touch with Team Five O to see if it's possible to bring this feature over that would be great.
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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Maken Tosch
DUST University Ivy League
8745
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Posted - 2014.06.05 03:57:00 -
[12] - Quote
CCP MC Peanut wrote:Maken Tosch wrote:CCP MC Peanut wrote:Maken Tosch wrote:Any updates so far, Peanut? Recently I have been more involved with the Starmap work so not a lot is happening related to the HUD. I've had a few conversations with the guys working on the Salvage stuff just so they are aware of the kinds of things we can do--I believe we will be able to do some cool things with the HUD here, but it is important they are aware of the way it works so they can expose the information in the right way for the HUD. Outside of this I've been supporting CCP Photon as he works on integrating text rendering--this is a big next stuff for the 3D HUD--or 3D UI system. After this our goal is to implement a few 'simple' widgets in 3D, such as a label and text field. Currently we are using a lot of the work done on the Starmap as a guideline for how to 'organize' this. Although the difference is that the Starmap spawns every asset through code, where 3D UI elements will need to be able to be place by the artist. Although there could be a middle ground here, where the artist places sockets in a 'layout' and the UI system still spawns the appropriate actors at said sockets. This is very early thinking right now--still needs a few more conversations and maybe some experiments until we have a clearer picture. I see. have you considered the Sensor Overlay created by Team Five O or least making a Legion version of it as part of the 3D HUD in conjunction with Salvaging? I see this as something very helpful so maybe if you can get in touch with Team Five O to see if it's possible to bring this feature over that would be great. This is pretty cool and is definitely something we would want to look at incorporating if it fits with the design for the Salvage scanning mechanic. I know that this could be implemented as a 2D overlay, but it could also be done with rendering trickery. We could just create invisible meshes that are attached to other actors that should register on the scanner and then, on scan, make them visible(and render on top of everything). Then we don't really have any math to do. Also we could control the transparency based on distance if we wanted to account for a range of your scanner (and that range could vary).
Glad to know that you like it.
I like it also as I am a dedicated Eve player. I can also imagine how useful the sensor overlay might be for expanding on the New Player Experience and help guide those new players for the first part of their arrival to New Eden.
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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Maken Tosch
DUST University Ivy League
8844
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Posted - 2014.07.04 18:43:00 -
[13] - Quote
BOO!
Did I scare you with the bump? Good. :)
@CCP MC Peanut
Can you please tell the rest of your team to not do this again?
https://plus.google.com/u/0/117844085254813917843/posts/4wqmtYMz5af
Thank you.
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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Maken Tosch
DUST University Ivy League
8859
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Posted - 2014.07.11 03:37:00 -
[14] - Quote
CommanderBolt wrote:Just because someone mentioned field of view... for the love of god CCP please increase the field of view or at least allow us to select our preference when it comes to field of view.
A simple slider bar ranging from say 70Deg. to like 100/110 Degrees would be awesome. Thanks :)
Yes please.
This is highly important especially for us ninja knifers who have to constantly deal with tunnel vision in Dust. I have brought this issue up countless times before and I will bring it up again if I have to.
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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Maken Tosch
DUST University Ivy League
9069
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Posted - 2014.08.15 14:12:00 -
[15] - Quote
Arkena Wyrnspire wrote:Lord Peanut! How's it going?
He's very much likely to be busy. I actually prefer that he focuses on Legion for the time being.
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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