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Ender Storm
Goonfeet Special Planetary Emergency Response Group
117
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Posted - 2014.05.13 19:38:00 -
[91] - Quote
Ace Starburst wrote:Throwing out a few ideas here that are user interface related.
1. Modules that affect display visualization, such as sonar, x-ray, infrared. Could even have new module slots on the helmet with scouts having the most and heavies/assaults having the least. Possibility of separate types of visual dampeners on low slots. Destructible lights and dark corridors could open up new and interesting strategic possibilities. I can see this one taking quite a bit of work to get right though.
2. Equipment that temporarily disables HUD. (Flux grenades maybe?)
3. Ability to switch to squad mate's vision. Would help in designating targets.
I like the idea of having the hability of using multiple display configurations, was thinking about it as well.
Something like the Predator movies :)
You could indeed have helmet specific slots to plug in personalized filters. They might take up CPU and thus affect what you can equip into your gear.
There could be thermal displays,l normal view, electromagnetic, etc.
These different modes could be disrupted, maybe thru grenades or active modules on the suits or even deployables or dropship modules making the drop ship act like a ECM dropship (or even ECCM).
This would indeed add more flavour to customization.
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Ace Starburst
Tom Cruise Thetan Army
103
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Posted - 2014.05.13 20:53:00 -
[92] - Quote
Ender Storm wrote:
I like the idea of having the hability of using multiple display configurations, was thinking about it as well.
Something like the Predator movies :)
You could indeed have helmet specific slots to plug in personalized filters. They might take up CPU and thus affect what you can equip into your gear.
There could be thermal displays,l normal view, electromagnetic, etc.
These different modes could be disrupted, maybe thru grenades or active modules on the suits or even deployables or dropship modules making the drop ship act like a ECM dropship (or even ECCM).
This would indeed add more flavour to customization.
It would be pretty slick. The main issue as far as I can tell from a design point is there would have to be a use for those separate displays, and this would necessitate having a variety of situations such as darkness/night(use infrared), or excessive fog/dust/brightness(use sonar), or you want to see through walls to find the enemy(use x-ray), etc.
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Hawk-eye Occultus
ARKOMBlNE
196
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Posted - 2014.05.13 22:09:00 -
[93] - Quote
Ace Starburst wrote:Ender Storm wrote:
I like the idea of having the hability of using multiple display configurations, was thinking about it as well.
Something like the Predator movies :)
You could indeed have helmet specific slots to plug in personalized filters. They might take up CPU and thus affect what you can equip into your gear.
There could be thermal displays,l normal view, electromagnetic, etc.
These different modes could be disrupted, maybe thru grenades or active modules on the suits or even deployables or dropship modules making the drop ship act like a ECM dropship (or even ECCM).
This would indeed add more flavour to customization.
It would be pretty slick. The main issue as far as I can tell from a design point is there would have to be a use for those separate displays, and this would necessitate having a variety of situations such as darkness/night(use infrared), or excessive fog/dust/brightness(use sonar), or you want to see through walls to find the enemy(use x-ray), etc.
SCIENCE TIME!
Infra-red would work in fog*, dust, and brightness^.
Sonar would not work in a dust storm, it would work in the dark though.
"X-Ray Vision". We already have the active scanner; that red chevron is all we need.
* Light-medium fog.
^ Assuming the use of thermal optics rather than image intensifiers.
Shofixti beats an Ur-Quan Dreadnought and a Kor-Ah Marauder.
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Monkey MAC
Rough Riders..
2842
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Posted - 2014.05.13 23:29:00 -
[94] - Quote
Hawk-eye Occultus wrote:Ace Starburst wrote:Ender Storm wrote:
I like the idea of having the hability of using multiple display configurations, was thinking about it as well.
Something like the Predator movies :)
You could indeed have helmet specific slots to plug in personalized filters. They might take up CPU and thus affect what you can equip into your gear.
There could be thermal displays,l normal view, electromagnetic, etc.
These different modes could be disrupted, maybe thru grenades or active modules on the suits or even deployables or dropship modules making the drop ship act like a ECM dropship (or even ECCM).
This would indeed add more flavour to customization.
It would be pretty slick. The main issue as far as I can tell from a design point is there would have to be a use for those separate displays, and this would necessitate having a variety of situations such as darkness/night(use infrared), or excessive fog/dust/brightness(use sonar), or you want to see through walls to find the enemy(use x-ray), etc. SCIENCE TIME! Infra-red would work in fog*, dust, and brightness^. Sonar would not work in a dust storm, it would work in the dark though. "X-Ray Vision". We already have the active scanner; that red chevron is all we need. * Light-medium fog.
^ Assuming the use of thermal optics rather than image intensifiers.
I think instead of these kind of things being customizable, we just have them react to the enviroment.
So say your on a Thermonically Active Planet, there is soot and particulates everywhere, your DOF is limited to say 20m, your suits systems reacts and you get a pulsed grid overlay, that outlines buildings/terrain and enemies that would normally be in your FOV .
Say your on a Desolate Jilted Planet, so there is no star close enough to provide light, you are in pitch black, your suit systems react by giving you a IR night vision, however this can be as much a blessing as it is a curse since, flare effects such as Mass Drivers, Muzzel Flashes, Turret fire can potentially blind you.
Say you are on a Close Proximity Exo-planet, the sun is so bright it will burn your eyes, your suit reacts by turning down the brightness on your helmet feed, however walking in and out of buildings require time for the brigtness to readjust
Then add a few little touches to make it more immersive Ice on the edges of your visor Overly defined pixels after a flux, or blinding grenade Cracks during armour damage Having the HUD physically load in the first time you spawn Having the HUD react to clone failure (some flashing red text center screen) that kinda thing.
Looks like its back to FPS Military Shooter 56
Monkey Mac - Just another pile of discarded ashes on the battlefield!
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Ender Storm
Goonfeet Special Planetary Emergency Response Group
118
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Posted - 2014.05.13 23:44:00 -
[95] - Quote
Ace Starburst wrote:Ender Storm wrote:
I like the idea of having the hability of using multiple display configurations, was thinking about it as well.
Something like the Predator movies :)
You could indeed have helmet specific slots to plug in personalized filters. They might take up CPU and thus affect what you can equip into your gear.
There could be thermal displays,l normal view, electromagnetic, etc.
These different modes could be disrupted, maybe thru grenades or active modules on the suits or even deployables or dropship modules making the drop ship act like a ECM dropship (or even ECCM).
This would indeed add more flavour to customization.
It would be pretty slick. The main issue as far as I can tell from a design point is there would have to be a use for those separate displays, and this would necessitate having a variety of situations such as darkness/night(use infrared), or excessive fog/dust/brightness(use sonar), or you want to see through walls to find the enemy(use x-ray), etc.
Yeah, what I think is that it would be similar to the function of a scope on a rifle, where you have different scopes / markers / colours / magnifications.
But that taken in the HUD, some people might want to turn on a thermal view and like to play like that, or ultraviolet. It could be very useful for certain roles, like Snipers, or for assault players in dark or interior environments.
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CCP MC Peanut
C C P C C P Alliance
139
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Posted - 2014.05.14 01:14:00 -
[96] - Quote
Monkey MAC wrote:
I think instead of these kind of things being customizable, we just have them react to the enviroment.
So say your on a Thermonically Active Planet, there is soot and particulates everywhere, your DOF is limited to say 20m, your suits systems reacts and you get a pulsed grid overlay, that outlines buildings/terrain and enemies that would normally be in your FOV .
Say your on a Desolate Jilted Planet, so there is no star close enough to provide light, you are in pitch black, your suit systems react by giving you a IR night vision, however this can be as much a blessing as it is a curse since, flare effects such as Mass Drivers, Muzzel Flashes, Turret fire can potentially blind you.
Say you are on a Close Proximity Exo-planet, the sun is so bright it will burn your eyes, your suit reacts by turning down the brightness on your helmet feed, however walking in and out of buildings require time for the brigtness to readjust
Then add a few little touches to make it more immersive Ice on the edges of your visor Overly defined pixels after a flux, or blinding grenade Cracks during armour damage Having the HUD physically load in the first time you spawn Having the HUD react to clone failure (some flashing red text center screen) that kinda thing.
Excellent points and outstanding dialogue. Again, the decision on doing this is not mine to make, but the artist in me would find these very fun to figure out and work on. Of course, that in itself isn't reason enough to do them. Designers would have to carefully consider the balance and affects to a player's gameplay.
But possibly speaking, absolutely. I can think of a couple ways to accomplish these 'view modes'. One would be to replace all objects in the scene with another material type--xray, infra, ultra, etc. But a shader alone could be complicated to be accurate. For example, infravision should show heat, but we don't track this information on a per pixel level. We *could* create a different texture map to represent the surface heat of objects, but that seems like it could be expensive. Also we *could* tag vertex colors with a value to represent this, but this would be a fair workload to go back and tag everything. There may be an easier, but less accurate way, which would be to just guess based on some material information, such as the specular power (tells you how much light is bounced off rather than absorbed), emissive value, and the light intensity affecting it. This would probably get you something pretty accurate for things that don't generate their own heat and only absorb from the environment. But yea, having diagnosed this I'd say it could turn into a fair amount of work, and that was just infra-vision.
Cracks and pixels overlay could happen, and we can be flexible how they happen. If we want we could put a 'visor' model in the scene and put the cracks on it, so we can control the depth that the happen at. Maybe some HUD elements are holographic projections and others are part of a screen--this would give us that control. Also we can separate the effect based on armor or shield damage. The challenge will be balancing the variation in effects and dealing with overlapping effects. I imagine there will be some limitation that requires us to group effects and only be able to display one from each group at a time.
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Godin Thekiller
shadows of 514
2247
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Posted - 2014.05.14 01:46:00 -
[97] - Quote
CCP MC Peanut wrote:Monkey MAC wrote:
I think instead of these kind of things being customizable, we just have them react to the enviroment.
So say your on a Thermonically Active Planet, there is soot and particulates everywhere, your DOF is limited to say 20m, your suits systems reacts and you get a pulsed grid overlay, that outlines buildings/terrain and enemies that would normally be in your FOV .
Say your on a Desolate Jilted Planet, so there is no star close enough to provide light, you are in pitch black, your suit systems react by giving you a IR night vision, however this can be as much a blessing as it is a curse since, flare effects such as Mass Drivers, Muzzel Flashes, Turret fire can potentially blind you.
Say you are on a Close Proximity Exo-planet, the sun is so bright it will burn your eyes, your suit reacts by turning down the brightness on your helmet feed, however walking in and out of buildings require time for the brigtness to readjust
Then add a few little touches to make it more immersive Ice on the edges of your visor Overly defined pixels after a flux, or blinding grenade Cracks during armour damage Having the HUD physically load in the first time you spawn Having the HUD react to clone failure (some flashing red text center screen) that kinda thing.
Excellent points and outstanding dialogue. Again, the decision on doing this is not mine to make, but the artist in me would find these very fun to figure out and work on. Of course, that in itself isn't reason enough to do them. Designers would have to carefully consider the balance and affects to a player's gameplay. But possibly speaking, absolutely. I can think of a couple ways to accomplish these 'view modes'. One would be to replace all objects in the scene with another material type--xray, infra, ultra, etc. But a shader alone could be complicated to be accurate. For example, infravision should show heat, but we don't track this information on a per pixel level. We *could* create a different texture map to represent the surface heat of objects, but that seems like it could be expensive. Also we *could* tag vertex colors with a value to represent this, but this would be a fair workload to go back and tag everything. There may be an easier, but less accurate way, which would be to just guess based on some material information, such as the specular power (tells you how much light is bounced off rather than absorbed), emissive value, and the light intensity affecting it. This would probably get you something pretty accurate for things that don't generate their own heat and only absorb from the environment. But yea, having diagnosed this I'd say it could turn into a fair amount of work, and that was just infra-vision. Cracks and pixels overlay could happen, and we can be flexible how they happen. If we want we could put a 'visor' model in the scene and put the cracks on it, so we can control the depth that the happen at. Maybe some HUD elements are holographic projections and others are part of a screen--this would give us that control. Also we can separate the effect based on armor or shield damage. The challenge will be balancing the variation in effects and dealing with overlapping effects. I imagine there will be some limitation that requires us to group effects and only be able to display one from each group at a time.
your name.... so many lulz
click me
Blup Blub Bloop. Translation: Die -_-
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Jackal OfxThe Kilrathi
Myrmidon Syndicate
4
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Posted - 2014.05.14 04:56:00 -
[98] - Quote
Spectral Clone wrote:DaYuM!
Good stuff Peanut!!
Can I please have some duct tape in my minmatar HUD?!
Instead of injectors minma logis should use duct tape to put clones back together.
Where are my flash bang grenades?
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Bragoltur Valaruina
Storm Wind Strikeforce Caldari State
4
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Posted - 2014.05.14 05:07:00 -
[99] - Quote
Hey CCP MC Peanut, I have a few questions about vehicles, and especially dropships. Is there a possibility of, A. Getting a pitch/roll meter when in a dropship? B. Dropships in general but especially assault dropships need to point at a much lower angle when *scooped*. The current zoom feature does very little good, sense you are forced to pitch down to shoot anything low than you in that view mode, and because pitching forward causes you to move forward, you get a pretty small window of opportunity. D. A speedometer across the board for vehicles would be really nice. |
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CCP MC Peanut
C C P C C P Alliance
153
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Posted - 2014.05.14 11:40:00 -
[100] - Quote
Bragoltur Valaruina wrote:Hey CCP MC Peanut, I have a few questions about vehicles, and especially dropships. Is there a possibility of, A. Getting a pitch/roll meter when in a dropship? B. Dropships in general but especially assault dropships need to point at a much lower angle when *scooped*. The current zoom feature does very little good, sense you are forced to pitch down to shoot anything low than you in that view mode, and because pitching forward causes you to move forward, you get a pretty small window of opportunity. D. A speedometer across the board for vehicles would be really nice.
A. Getting a pitch/roll meter when in a dropship? Absolutely possible. To do this we would expose the pitch and roll values to kismet. There are a few ways to represent this visually, and probably it make less sense to use the bar material, but we could have some sort of gauge with a dial or us a rolley ball thingy (I'm sure there is a more scientific name). This probably means we would need to represent it with a 3D Skeletal Mesh and dynamically position it based on numerical inputs. Driving Mesh animations with dynamic values (as opposed to material) is not something we've fully scoped out yet, but I think we could do it using animation trees and blending between end point 'poses'. In the case of a dial the poses would be a single keyframe animation for the max and the min values (and the blend an 0 to 1 value that finds the exact value).
B. Dropship pointing I don't have a lot of familiarity with the inner workings of vehicles. Maybe another dev can jump in? But I'd wager this is something that is tune-able.
C. What. no C?
D. Speedometer We could do a dial or digital speedometer (or a bar). This would require getting a speed value change in kismet. This would be something that may have a performance issue because velocity could change very often. If it was a problem we could set the events to minimum delay time between successive fires (this is built into Unreal), but we would have to make sure it is not jerky--probably not, but it may be something that forces our hand to choose a Digital display over a Dial.
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Monkey MAC
Rough Riders..
2844
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Posted - 2014.05.14 11:48:00 -
[101] - Quote
CCP MC Peanut wrote:Monkey MAC wrote:
I think instead of these kind of things being customizable, we just have them react to the enviroment.
So say your on a Thermonically Active Planet, there is soot and particulates everywhere, your DOF is limited to say 20m, your suits systems reacts and you get a pulsed grid overlay, that outlines buildings/terrain and enemies that would normally be in your FOV .
Say your on a Desolate Jilted Planet, so there is no star close enough to provide light, you are in pitch black, your suit systems react by giving you a IR night vision, however this can be as much a blessing as it is a curse since, flare effects such as Mass Drivers, Muzzel Flashes, Turret fire can potentially blind you.
Say you are on a Close Proximity Exo-planet, the sun is so bright it will burn your eyes, your suit reacts by turning down the brightness on your helmet feed, however walking in and out of buildings require time for the brigtness to readjust
Then add a few little touches to make it more immersive Ice on the edges of your visor Overly defined pixels after a flux, or blinding grenade Cracks during armour damage Having the HUD physically load in the first time you spawn Having the HUD react to clone failure (some flashing red text center screen) that kinda thing.
Excellent points and outstanding dialogue. Again, the decision on doing this is not mine to make, but the artist in me would find these very fun to figure out and work on. Of course, that in itself isn't reason enough to do them. Designers would have to carefully consider the balance and affects to a player's gameplay. But possibly speaking, absolutely. I can think of a couple ways to accomplish these 'view modes'. One would be to replace all objects in the scene with another material type--xray, infra, ultra, etc. But a shader alone could be complicated to be accurate. For example, infravision should show heat, but we don't track this information on a per pixel level. We *could* create a different texture map to represent the surface heat of objects, but that seems like it could be expensive. Also we *could* tag vertex colors with a value to represent this, but this would be a fair workload to go back and tag everything. There may be an easier, but less accurate way, which would be to just guess based on some material information, such as the specular power (tells you how much light is bounced off rather than absorbed), emissive value, and the light intensity affecting it. This would probably get you something pretty accurate for things that don't generate their own heat and only absorb from the environment. But yea, having diagnosed this I'd say it could turn into a fair amount of work, and that was just infra-vision. Cracks and pixels overlay could happen, and we can be flexible how they happen. If we want we could put a 'visor' model in the scene and put the cracks on it, so we can control the depth that the happen at. Maybe some HUD elements are holographic projections and others are part of a screen--this would give us that control. Also we can separate the effect based on armor or shield damage. The challenge will be balancing the variation in effects and dealing with overlapping effects. I imagine there will be some limitation that requires us to group effects and only be able to display one from each group at a time.
Would it be possible to cheat? Instead of being absolute black, make it dark enough the human eye can't discern shapes or colours, then invert the brightness like a negative image, then make interactable objects, like infantry, vehicles and equipment emit/fluoresce a darkness/black light, even to a lesser degree instalations could do the same.
Im not sure how well this would work, but it be alot simpler than adding in whole new , material textures.
Looks like its back to FPS Military Shooter 56
Monkey Mac - Just another pile of discarded ashes on the battlefield!
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CCP MC Peanut
C C P C C P Alliance
160
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Posted - 2014.05.14 11:59:00 -
[102] - Quote
Monkey MAC wrote:CCP MC Peanut wrote:Monkey MAC wrote:
I think instead of these kind of things being customizable, we just have them react to the enviroment.
So say your on a Thermonically Active Planet, there is soot and particulates everywhere, your DOF is limited to say 20m, your suits systems reacts and you get a pulsed grid overlay, that outlines buildings/terrain and enemies that would normally be in your FOV .
Say your on a Desolate Jilted Planet, so there is no star close enough to provide light, you are in pitch black, your suit systems react by giving you a IR night vision, however this can be as much a blessing as it is a curse since, flare effects such as Mass Drivers, Muzzel Flashes, Turret fire can potentially blind you.
Say you are on a Close Proximity Exo-planet, the sun is so bright it will burn your eyes, your suit reacts by turning down the brightness on your helmet feed, however walking in and out of buildings require time for the brigtness to readjust
Then add a few little touches to make it more immersive Ice on the edges of your visor Overly defined pixels after a flux, or blinding grenade Cracks during armour damage Having the HUD physically load in the first time you spawn Having the HUD react to clone failure (some flashing red text center screen) that kinda thing.
Excellent points and outstanding dialogue. Again, the decision on doing this is not mine to make, but the artist in me would find these very fun to figure out and work on. Of course, that in itself isn't reason enough to do them. Designers would have to carefully consider the balance and affects to a player's gameplay. But possibly speaking, absolutely. I can think of a couple ways to accomplish these 'view modes'. One would be to replace all objects in the scene with another material type--xray, infra, ultra, etc. But a shader alone could be complicated to be accurate. For example, infravision should show heat, but we don't track this information on a per pixel level. We *could* create a different texture map to represent the surface heat of objects, but that seems like it could be expensive. Also we *could* tag vertex colors with a value to represent this, but this would be a fair workload to go back and tag everything. There may be an easier, but less accurate way, which would be to just guess based on some material information, such as the specular power (tells you how much light is bounced off rather than absorbed), emissive value, and the light intensity affecting it. This would probably get you something pretty accurate for things that don't generate their own heat and only absorb from the environment. But yea, having diagnosed this I'd say it could turn into a fair amount of work, and that was just infra-vision. Cracks and pixels overlay could happen, and we can be flexible how they happen. If we want we could put a 'visor' model in the scene and put the cracks on it, so we can control the depth that the happen at. Maybe some HUD elements are holographic projections and others are part of a screen--this would give us that control. Also we can separate the effect based on armor or shield damage. The challenge will be balancing the variation in effects and dealing with overlapping effects. I imagine there will be some limitation that requires us to group effects and only be able to display one from each group at a time. Would it be possible to cheat? Instead of being absolute black, make it dark enough the human eye can't discern shapes or colours, then invert the brightness like a negative image, then make interactable objects, like infantry, vehicles and equipment emit/fluoresce a darkness/black light, even to a lesser degree instalations could do the same. Im not sure how well this would work, but it be alot simpler than adding in whole new , material textures.
It is definitely something we would spend some time playtime with/prototyping. And creating new materials isn't a terribly big deal. Replacing all objects in a scene with new materials could be. Also we have a way to assign these materials ahead of time and have them 'on deck'. If we don't assign new materials we would have to build in the behavior into all the existing materials (which won't all share the same root material )to give us the same result. But, depending on the complexity of the 'operation', this could be acceptable.
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I-Shayz-I
I-----I
3386
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Posted - 2014.05.14 13:00:00 -
[103] - Quote
I don't know if someone has already mentioned this before, but I wanted to adress a MAJOR design issue with the HUD that I feel not many players really mention or even care about.
One of the coolest things about the Dust 514 HUD is TacNet. I absolutely love how much of the gameplay is scanning, hiding from scans, and e-war in general. One of my favorite things is the detailed information given when you look at another player.
However, its placement and complexity makes it very hard to use mid-battle, expecially on HD screens where the information is smaller, and a larger precentage away from a player's reticle.
For example, try looking up at the top of my post and focusing your eyes there while trying to read the text down here. It's impossible. Now try focusing your eyes here and try reading the above line. Much easier isn't is?
But we don't want to see a blob of text over our reticle...that doesn't help anything. Instead, symbols and colors are the best ways for a person to associate meaning. This is on the same page with the shields/armor thing that was mentioned earlier.
There are two things that should be taken from the current tacnet readout at the bottom of the screen and shown as info next to/on top of the health bar:
-Weapon Efficiency (how effective your weapon is against the current shields/armor of the opponent as represented by a green positive percentage or a red negative percentage). -Meta Level compared to yours (a circle, triangle, or X should be listed to represent whether the opponent has a lower, similar, or higher meta level...this is currently how items are marked in Dust 514) ___________________________________________________________________________________________
Second thing
As a Logistics player, tacnet hates me.
We are restricted to a 40m view distance for all of our triage abilities. For example, the revive icon only displays when I am within that 40m circle around the player. My suggestion for the ability to see player health bars when you use a repair tool (yes, I actually came up with an idea that made it into the game lol), is also limited to a 40 meter range.
Obviously this is a game design issue, but my real problem is that I can't see where the heavies are (and which of them need reps/revives). This could be solved with some sort of icon similar to the revive icon for when a player is at a certain percentage of their armor (say 50% or lower) that would show me the direction of a player in need of logistics support. Ammo icons when players are less than 20% of supply would be great too. Again I know, game design issue so....
Currently in Dust you can look at the minimap and see chevrons instead of dots. These represent the new suits that were introduced into the game, but they help a TON when running with Gallente heavies as the heavies then show up on radar as a easy to distinguish chevron instead of a dot.
If every role (assault, logistics, sentinel, scout) had a different symbol both on on tacnet and the radar, this would improve gameplay even further. (However as a balancing issue I would recommend that you only allow friendlies to be able to see this info, and the enemy to only see red dots/chevrons of the same type). ___________________________________________________________________________________________
Okay last thing, and it's really simple.
I should be able to see a squad member's name above their head no matter if they are 5 meters or 500 meters away from me.
Oh, and please watch this video if you would like to see some examples of a few of these points as how they might be presented in-game (footage is from a game called Resistance 2). This game does a great job of making sure that you know exactly which players are where, who needs what, all without cluttering up the game screen even when there are 8 players all in one location.
http://youtu.be/Ta5PR1-UstM
7162 wp with a Repair Tool!
List of Legion Feedback Threads!
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CCP MC Peanut
C C P C C P Alliance
162
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Posted - 2014.05.14 13:08:00 -
[104] - Quote
Monkey MAC wrote:
Would it be possible to cheat? Instead of being absolute black, make it dark enough the human eye can't discern shapes or colours, then invert the brightness like a negative image, then make interactable objects, like infantry, vehicles and equipment emit/fluoresce a darkness/black light, even to a lesser degree instalations could do the same.
Im not sure how well this would work, but it be alot simpler than adding in whole new , material textures.
I realize I didn't respond very well to your question. I will try again. By cheat, yes--we could do something in the post process chain. Here we can take the entire rendered image and do material effects to it, as if whatever you are seeing is being frozen into a single frame texture. This is cool, but it will pose one issue: the HUD, which we brilliantly moved into 3D, would be part of this frozen texture--we wouldn't want that. There are ways to separate the HUD out, since it is rendered in a different pass (I don't know exactly, but I'm pretty sure it's do-able). So still, this could be a way to go. Typically this is the place to add tinting, contrast, or other image filters. We aren't generally a huge fan of the post process, because it can become costly--and we just prefer doing things in 3D, there are certain situations where it is a good choice. |
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Monkey MAC
Rough Riders..
2844
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Posted - 2014.05.14 14:16:00 -
[105] - Quote
I-Shayz-I wrote:I don't know if someone has already mentioned this before, but I wanted to adress a MAJOR design issue with the HUD that I feel not many players really mention or even care about. One of the coolest things about the Dust 514 HUD is TacNet. I absolutely love how much of the gameplay is scanning, hiding from scans, and e-war in general. One of my favorite things is the detailed information given when you look at another player. However, its placement and complexity makes it very hard to use mid-battle, expecially on HD screens where the information is smaller, and a larger precentage away from a player's reticle. For example, try looking up at the top of my post and focusing your eyes there while trying to read the text down here. It's impossible. Now try focusing your eyes here and try reading the above line. Much easier isn't is? But we don't want to see a blob of text over our reticle...that doesn't help anything. Instead, symbols and colors are the best ways for a person to associate meaning. This is on the same page with the shields/armor thing that was mentioned earlier. There are two things that should be taken from the current tacnet readout at the bottom of the screen and shown as info next to/on top of the health bar: -Weapon Efficiency (how effective your weapon is against the current shields/armor of the opponent as represented by a green positive percentage or a red negative percentage). -Meta Level compared to yours (a circle, triangle, or X should be listed to represent whether the opponent has a lower, similar, or higher meta level...this is currently how items are marked in Dust 514) ___________________________________________________________________________________________ Second thing As a Logistics player, tacnet hates me. We are restricted to a 40m view distance for all of our triage abilities. For example, the revive icon only displays when I am within that 40m circle around the player. My suggestion for the ability to see player health bars when you use a repair tool (yes, I actually came up with an idea that made it into the game lol), is also limited to a 40 meter range. Obviously this is a game design issue, but my real problem is that I can't see where the heavies are (and which of them need reps/revives). This could be solved with some sort of icon similar to the revive icon for when a player is at a certain percentage of their armor (say 50% or lower) that would show me the direction of a player in need of logistics support. Ammo icons when players are less than 20% of supply would be great too. Again I know, game design issue so.... Currently in Dust you can look at the minimap and see chevrons instead of dots. These represent the new suits that were introduced into the game, but they help a TON when running with Gallente heavies as the heavies then show up on radar as a easy to distinguish chevron instead of a dot. If every role (assault, logistics, sentinel, scout) had a different symbol both on on tacnet and the radar, this would improve gameplay even further. (However as a balancing issue I would recommend that you only allow friendlies to be able to see this info, and the enemy to only see red dots/chevrons of the same type). ___________________________________________________________________________________________ Okay last thing, and it's really simple. I should be able to see a squad member's name above their head no matter if they are 5 meters or 500 meters away from me. Oh, and please watch this video if you would like to see some examples of a few of these points as how they might be presented in-game (footage is from a game called Resistance 2). This game does a great job of making sure that you know exactly which players are where, who needs what, all without cluttering up the game screen even when there are 8 players all in one location. http://youtu.be/Ta5PR1-UstM?t=5m6sI skipped it to 5:06, that's where the actual gameplay begins
I like this as well prehaps layout so you have.
|Player Name - This would likely take up entire top row in game| |Suit Size Tag|Profile Indicator|Health Bar|Assistance Indicator|
Suit Size: GÇó = Light Suit ^ = Assault/Medium Suit || = Logistics Suit Gûá = Heavy Suit
Profile Indicator: Green Square = Positive Damage Profile Red Square = Negative Damage Profile
Assistance Indicator + = Low Health \\\ = Low Ammo (make them look like bullets)
Looks like its back to FPS Military Shooter 56
Monkey Mac - Just another pile of discarded ashes on the battlefield!
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Bragoltur Valaruina
Storm Wind Strikeforce Caldari State
4
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Posted - 2014.05.14 17:40:00 -
[106] - Quote
CCP MC Peanut wrote:Bragoltur Valaruina wrote:Hey CCP MC Peanut, I have a few questions about vehicles, and especially dropships. Is there a possibility of, A. Getting a pitch/roll meter when in a dropship? B. Dropships in general but especially assault dropships need to point at a much lower angle when *scooped*. The current zoom feature does very little good, sense you are forced to pitch down to shoot anything low than you in that view mode, and because pitching forward causes you to move forward, you get a pretty small window of opportunity. D. A speedometer across the board for vehicles would be really nice. A. Getting a pitch/roll meter when in a dropship?Absolutely possible. To do this we would expose the pitch and roll values to kismet. There are a few ways to represent this visually, and probably it make less sense to use the bar material, but we could have some sort of gauge with a dial or us a rolley ball thingy (I'm sure there is a more scientific name). This probably means we would need to represent it with a 3D Skeletal Mesh and dynamically position it based on numerical inputs. Driving Mesh animations with dynamic values (as opposed to material) is not something we've fully scoped out yet, but I think we could do it using animation trees and blending between end point 'poses'. In the case of a dial the poses would be a single keyframe animation for the max and the min values (and the blend an 0 to 1 value that finds the exact value). B. Dropship pointingI don't have a lot of familiarity with the inner workings of vehicles. Maybe another dev can jump in? But I'd wager this is something that is tune-able. C. What. no C?D. SpeedometerWe could do a dial or digital speedometer (or a bar). This would require getting a speed value change in kismet. This would be something that may have a performance issue because velocity could change very often. If it was a problem we could set the events to minimum delay time between successive fires (this is built into Unreal), but we would have to make sure it is not jerky--probably not, but it may be something that forces our hand to choose a Digital display over a Dial.
Oh, right. I must have missed C. Here you go,
C. Can we get a reticle like the one on the missile launcher for the rail gun and blaster? |
Bragoltur Valaruina
Storm Wind Strikeforce Caldari State
4
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Posted - 2014.05.14 18:34:00 -
[107] - Quote
Bragoltur Valaruina wrote:Hey CCP MC Peanut, I have a few questions about vehicles, and especially dropships. Is there a possibility of, A. Getting a pitch/roll meter when in a dropship? B. Dropships in general but especially assault dropships need to point at a much lower angle when *scooped*. The current zoom feature does very little good, sense you are forced to pitch down to shoot anything low than you in that view mode, and because pitching forward causes you to move forward, you get a pretty small window of opportunity. D. A speedometer across the board for vehicles would be really nice.
A friend of mine just pointed out that I said *scooped* instead of *scoped*. I apologize for any confusion. |
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CCP MC Peanut
C C P C C P Alliance
168
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Posted - 2014.05.15 00:48:00 -
[108] - Quote
I-Shayz-I wrote: One of the coolest things about the Dust 514 HUD is TacNet. I absolutely love how much of the gameplay is scanning, hiding from scans, and e-war in general. One of my favorite things is the detailed information given when you look at another player.
However, its placement and complexity makes it very hard to use mid-battle, expecially on HD screens where the information is smaller, and a larger precentage away from a player's reticle.
For example, try looking up at the top of my post and focusing your eyes there while trying to read the text down here. It's impossible. Now try focusing your eyes here and try reading the above line. Much easier isn't is?
But we don't want to see a blob of text over our reticle...that doesn't help anything. Instead, symbols and colors are the best ways for a person to associate meaning. This is on the same page with the shields/armor thing that was mentioned earlier.
There are two things that should be taken from the current tacnet readout at the bottom of the screen and shown as info next to/on top of the health bar:
-Weapon Efficiency (how effective your weapon is against the current shields/armor of the opponent as represented by a green positive percentage or a red negative percentage). -Meta Level compared to yours (a circle, triangle, or X should be listed to represent whether the opponent has a lower, similar, or higher meta level...this is currently how items are marked in Dust 514)
I'm not yet authorized to reveal the things that are in the works, but I'd say that having built a nice foundation for being able to quickly iterate and implement HUD content, that we would be disappointing ourselves if we didn't take advantage of it. This is one area that can be easily iterated on once a few pieces of data are exposed to Kismet. We do need to find a way to pass dynamic text to Kismet (Kismet is not incredibly good at handling strings)--but even if we can't we can still rely on a renderTarget, and based on your feedback, it sounds like text is less preferred over icons and graphics, so maybe we lucked out on this part.
Bragoltur Valaruina wrote:
Oh, right. I must have missed C. Here you go,
C. Can we get a reticle like the one on the small missile launcher for the small rail gun and blaster?
It is possible to change reticule per weapon, sure. It would be a design decision, though. We are also in the process of moving the 'weapon scopes' used for turrets and snipers out of the post process and into 3D. Otherwise they will be on top of the HUD (not good). |
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ANON Cerberus
Tiny Toons
672
|
Posted - 2014.05.15 04:03:00 -
[109] - Quote
How about some form of really snazzy wireframe for some cool sort of night vision / augmented vision modes?
I think back to the 80`s and early 90`s films and they used to love wireframe for everything. In this day and age could wireframe be bade to look ultra sci-fi and high-tech again? |
Himiko Kuronaga
Fatal Absolution General Tso's Alliance
4101
|
Posted - 2014.05.15 04:04:00 -
[110] - Quote
Mc Peanut?
Are you serious?
Your name is Mc Peanut.
Wait wait wait, is that "Mc" like an irish farmer, or MC like you're a rapper? Cause I never heard of no rapper named Peanut. |
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CCP Saberwing
C C P C C P Alliance
4640
|
Posted - 2014.05.15 04:40:00 -
[111] - Quote
Rumour has it he was meant to be McPeanut, but do to his insane turntabling and beat-spitting skills he became MC Peanut.
CCP Saberwing // DUST 514 Community Manager // @kanafchian
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I-Shayz-I
I-----I
3391
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Posted - 2014.05.15 05:13:00 -
[112] - Quote
CCP MC Peanut wrote:We do need to find a way to pass dynamic text to Kismet...based on your feedback, it sounds like text is less preferred over icons and graphics
The main issue with text is that it requires a focus on reading, and when you're talking about an FPS, the last thing you want to do is read text while you're shooting at someone.
Right now in the current version of Dust, the weapon efficiency is displayed right next to the enemy health bar...but it is the same color as the reticle (grey/blue), and is very small. By coloring it, or having it change slightly when you're within a certain percentage. We recognise subtle changes like this in the corner of our eye even if we can't read them...and the effect is even more aparent when you use things like symbols or shapes (maybe not for percentages, but you get the idea).
7162 wp with a Repair Tool!
List of Legion Feedback Threads!
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CCP MC Peanut
C C P C C P Alliance
169
|
Posted - 2014.05.15 06:43:00 -
[113] - Quote
CCP Saberwing wrote:Rumour has it he was meant to be McPeanut, but do to his insane turntabling and beat-spitting skills he became MC Peanut. Let's just say it was serendipitous that I hit the spacebar too much. |
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Spectral Clone
Dust2Dust. Top Men.
2701
|
Posted - 2014.05.15 07:41:00 -
[114] - Quote
CCP MC Peanut wrote:CCP Saberwing wrote:Rumour has it he was meant to be McPeanut, but do to his insane turntabling and beat-spitting skills he became MC Peanut. Let's just say it was serendipitous that I hit the spacebar too much.
Epic. Just epic!
:D
This message was brought to you by the PC master race.
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Arkena Wyrnspire
Fatal Absolution
13272
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Posted - 2014.05.15 09:05:00 -
[115] - Quote
I'm still reading through this thread and digesting some of the stuff that's been said but wow... MC Peanut, you're amazing. <3
You have long since made your choice. What you make now is a mistake.
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CCP MC Peanut
C C P C C P Alliance
173
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Posted - 2014.05.15 12:37:00 -
[116] - Quote
Ace Starburst wrote:Throwing out a few ideas here that are user interface related.
1. Modules that affect display visualization, such as sonar, x-ray, infrared. Could even have new module slots on the helmet with scouts having the most and heavies/assaults having the least. Possibility of separate types of visual dampeners on low slots. Destructible lights and dark corridors could open up new and interesting strategic possibilities. I can see this one taking quite a bit of work to get right though.
2. Equipment that temporarily disables HUD. (Flux grenades maybe?)
3. Ability to switch to squad mate's vision. Would help in designating targets.
I noticed the sonar part of your feedback and I thought about it a bit. Has anyone seen a sonar/doppler visual mode in any other games? I think we could achieve a sonar visual effect by comparing the vertex normal to the camera normal (dot product) and then factoring in the reflectivity of the surface (which is the specular power--although not all surfaces would have this). The result is that smooth surfaces in the direction you are facing would have a different visual effect (while the rest likely transparent). Although who is to say that your sonar wave projects in a single line--but we could consider a falloff range perhaps. It would be more interesting to account for the doppler effect, which would be worth prototyping. If you colored each pixel based on depth (distance from camera) and had access to a previous frame there could be a way to derive a visualization of things moving (at least moving relative to your position). I can at least bug CCP Photon about this and see what he thinks (of the technical possibility). |
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Grimmiers
545
|
Posted - 2014.05.15 12:49:00 -
[117] - Quote
It would be cool if you could convince the team to make a grenade that messes with hud information to throw the player off. After the grenade hits you the chevrons would appear jumbled or maybe it could just simply shut off your tacnet hud temporarily. It would be a great assault tool. |
matsumoto yuichi san
SVER True Blood
39
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Posted - 2014.05.15 14:50:00 -
[118] - Quote
CCP MC Peanut wrote:Ace Starburst wrote:Throwing out a few ideas here that are user interface related.
1. Modules that affect display visualization, such as sonar, x-ray, infrared. Could even have new module slots on the helmet with scouts having the most and heavies/assaults having the least. Possibility of separate types of visual dampeners on low slots. Destructible lights and dark corridors could open up new and interesting strategic possibilities. I can see this one taking quite a bit of work to get right though.
2. Equipment that temporarily disables HUD. (Flux grenades maybe?)
3. Ability to switch to squad mate's vision. Would help in designating targets. I noticed the sonar part of your feedback and I thought about it a bit. Has anyone seen a sonar/doppler visual mode in any other games? I think we could achieve a sonar visual effect by comparing the vertex normal to the camera normal (dot product) and then factoring in the reflectivity of the surface (which is the specular power--although not all surfaces would have this). The result is that smooth surfaces in the direction you are facing would have a different visual effect (while the rest likely transparent). Although who is to say that your sonar wave projects in a single line--but we could consider a falloff range perhaps. It would be more interesting to account for the doppler effect, which would be worth prototyping. If you colored each pixel based on depth (distance from camera) and had access to a previous frame there could be a way to derive a visualization of things moving (at least moving relative to your position). I can at least bug CCP Photon about this and see what he thinks (of the technical possibility).
you my friend need to go check out Metroid Prime
fore reference https://www.youtube.com/watch?v=KQXwU7ZseWc#t=651 |
Ace Starburst
Tom Cruise Thetan Army
104
|
Posted - 2014.05.15 15:35:00 -
[119] - Quote
CCP MC Peanut wrote:
I noticed the sonar part of your feedback and I thought about it a bit. Has anyone seen a sonar/doppler visual mode in any other games? I think we could achieve a sonar visual effect by comparing the vertex normal to the camera normal (dot product) and then factoring in the reflectivity of the surface (which is the specular power--although not all surfaces would have this). The result is that smooth surfaces in the direction you are facing would have a different visual effect (while the rest likely transparent). Although who is to say that your sonar wave projects in a single line--but we could consider a falloff range perhaps. It would be more interesting to account for the doppler effect, which would be worth prototyping. If you colored each pixel based on depth (distance from camera) and had access to a previous frame there could be a way to derive a visualization of things moving (at least moving relative to your position). I can at least bug CCP Photon about this and see what he thinks (of the technical possibility).
There's this http://splintercell.wikia.com/wiki/Sonar_Goggles, also this next one's not technically sonar but it is very Batman It might frustrate players if they can't detect movement on the edges of their screens. You might consider a radial, cone, or "doughnut" shaped emission field from the user camera and detect any surface it contacts, then generate shadows or negative space based on the angle of the ray and the proximity of the object detected. I could make a quick mock up during my daily digital painting practice if you wanted. A rainbow doppler effect would be pretty slick as far as eye candy is concerned. I can see people zoning out on that like they would to a lava lamp.
On a side note, I'm more than likely going to experiment with 3D sonar visualization to catch fish and somehow work the technology into an art show. I'm guessing to color the object the rig would emit a series of frequencies and assign different colors to each frequency. This would give me some depth to the visualized image, and you might even be able to see the fish's bones and organs as well.
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Paladin Sas
Ancient Exiles. General Tso's Alliance
380
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Posted - 2014.05.15 18:44:00 -
[120] - Quote
CCP MC Peanut wrote:Ace Starburst wrote:Throwing out a few ideas here that are user interface related.
1. Modules that affect display visualization, such as sonar, x-ray, infrared. Could even have new module slots on the helmet with scouts having the most and heavies/assaults having the least. Possibility of separate types of visual dampeners on low slots. Destructible lights and dark corridors could open up new and interesting strategic possibilities. I can see this one taking quite a bit of work to get right though.
2. Equipment that temporarily disables HUD. (Flux grenades maybe?)
3. Ability to switch to squad mate's vision. Would help in designating targets. I noticed the sonar part of your feedback and I thought about it a bit. Has anyone seen a sonar/doppler visual mode in any other games? I think we could achieve a sonar visual effect by comparing the vertex normal to the camera normal (dot product) and then factoring in the reflectivity of the surface (which is the specular power--although not all surfaces would have this). The result is that smooth surfaces in the direction you are facing would have a different visual effect (while the rest likely transparent). Although who is to say that your sonar wave projects in a single line--but we could consider a falloff range perhaps. It would be more interesting to account for the doppler effect, which would be worth prototyping. If you colored each pixel based on depth (distance from camera) and had access to a previous frame there could be a way to derive a visualization of things moving (at least moving relative to your position). I can at least bug CCP Photon about this and see what he thinks (of the technical possibility).
obviously, we dont want to copy others ideas, but titanfall has a really cool sonarlike effect where it takes "snapshots" of enemies and displays the stills in your FOV, what you get is a really choppy visual of where people/mechs are moving, and it works through walls. might be cool to incorporate something like that. Link to a video |
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