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Thread Statistics | Show CCP posts - 44 post(s) |
501st Headstrong
G0DS AM0NG MEN General Tso's Alliance
182
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Posted - 2014.05.15 21:28:00 -
[121] - Quote
Ghost Recon Future Soldier had a great X-Ray Vision called the Back-Scatter. Fall-off was 40 Meters
From the Clone Wars I came. Here, I am a man among tamed beasts, and a god...among men.- 501st Headstrong.
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CCP MC Peanut
C C P C C P Alliance
180
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Posted - 2014.05.16 01:27:00 -
[122] - Quote
Thanks for the reference. I wasn't aware of other 'sonar' attempts. I poked around for real sonar maps and found an interesting article: http://www.zmescience.com/other/great-pics/shipwreck-sonar-pictures/
Based on this pic, an effect like this is somewhat achievable. To me, it looks like hue is changing over distance, and the saturation is changing based on reflection angle of the surface. This is do-able, and maybe more scientifically 'accurate', but, of course, if it serves no use for gameplay it is pointless. I imagine that if Titan Fall chose to make the entire screen turn into X-ray mode instead of just overlaying an X-ray effect where players are, it would be too distracting and not useful. Of course, that doesn't mean that the 'in game fictional technology' in these other reference videos isn't seeing the same raw image and not processing it down to a visual effect suitable for the fictional player.
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Adipem Nothi
Nos Nothi
688
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Posted - 2014.05.16 01:37:00 -
[123] - Quote
^ Brain |
Ansiiis The Trustworthy
Legio DXIV
1237
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Posted - 2014.05.16 06:55:00 -
[124] - Quote
How about an icon telling that someone needs ammo.
Check corp tag.
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Paladin Sas
Ancient Exiles. General Tso's Alliance
382
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Posted - 2014.05.16 07:17:00 -
[125] - Quote
Ansiiis The Trustworthy wrote:How about an icon telling that someone needs ammo.
this, right here. this needs to happen |
Paladin Sas
Ancient Exiles. General Tso's Alliance
382
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Posted - 2014.05.16 07:22:00 -
[126] - Quote
501st Headstrong wrote:Ghost Recon Future Soldier had a great X-Ray Vision called the Back-Scatter. Fall-off was 40 Meters
*off topic
Geonosis was a rough day for the 501st, but we proved to the galaxy that we are real, and we will carry the fight to the very doors of our adversaries and beyond. Live strong, fight hard. Your brothers stand beside you. |
Cariuss Shadow
DUST University Ivy League
24
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Posted - 2014.05.18 08:35:00 -
[127] - 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? *snip* I can at least bug CCP Photon about this and see what he thinks (of the technical possibility).
Please tell me CCP Photon exists only to create new visuals.
Actually on topic while new display modes would be awesome quite a few people would have problems with them as they would be much hard to compile into a 3D model in our heads. I can look at a posistion on the map and know the terrain there as I've been there before and put together all the images together, I can't even imagine trying to do this with a location that displays in wireframe or radar, IR and thermal is hard enough. |
Monkey MAC
Rough Riders..
2864
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Posted - 2014.05.18 09:08:00 -
[128] - Quote
Cariuss Shadow wrote: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? *snip* I can at least bug CCP Photon about this and see what he thinks (of the technical possibility).
Please tell me CCP Photon exists only to create new visuals. Actually on topic while new display modes would be awesome quite a few people would have problems with them as they would be much hard to compile into a 3D model in our heads. I can look at a posistion on the map and know the terrain there as I've been there before and put together all the images together, I can't even imagine trying to do this with a location that displays in wireframe or radar, IR and thermal is hard enough.
It would have to be overlayed, but doing so allows us to also experiment with more atmospheric conditions, I mean if your playing on a suspended mining rig, on a gas giant planet you would expect the atmospere to be so thick, you'll barely see 10m
Looks like its back to FPS Military Shooter 56
Monkey Mac - Just another pile of discarded ashes on the battlefield!
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shade emry3
OSG Planetary Operations Covert Intervention
68
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Posted - 2014.05.18 13:14:00 -
[129] - 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!
You sir have been quoted in the wikia im maintaining, can we get a general background of yourself so we can hyperlink you on our wiki? e,g. technical background, whats your likes and dislikes, if you like long walks on the beach, why your so drawn to art.. stuff like that :) or is their a post relating to this and i missed it? |
501st Headstrong
G0DS AM0NG MEN General Tso's Alliance
216
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Posted - 2014.05.18 13:15:00 -
[130] - Quote
Paladin Sas wrote:501st Headstrong wrote:Ghost Recon Future Soldier had a great X-Ray Vision called the Back-Scatter. Fall-off was 40 Meters *off topic Geonosis was a rough day for the 501st, but we proved to the galaxy that we are real, and we will carry the fight to the very doors of our adversaries and beyond. Live strong, fight hard. Your brothers stand beside you.
I was just saying that because we were on the topic of sonars and being able to see hostiles/ friendlies behind walls. I apologize if it was off-topic. I'll stand by you to brother :) For the Republic!
From the Clone Wars I came. Here, I am a man among tamed beasts, and a god...among men.- 501st Headstrong.
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CCP MC Peanut
C C P C C P Alliance
203
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Posted - 2014.05.18 13:44:00 -
[131] - Quote
shade emry3 wrote: You sir have been quoted in the wikia im maintaining, can we get a general background of yourself so we can hyperlink you on our wiki? e,g. technical background, whats your likes and dislikes, if you like long walks on the beach, why your so drawn to art.. stuff like that :) or is their a post relating to this and i missed it?
Wow. You make me feel way cooler than I should. There should be an official dev spotlight happening soon that should cover the information you want, but I'm happy to answer specific questions if you think they won't be covered in the dev spotlight. |
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5672
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Posted - 2014.05.18 14:13:00 -
[132] - Quote
CCP MC Peanut wrote:shade emry3 wrote: You sir have been quoted in the wikia im maintaining, can we get a general background of yourself so we can hyperlink you on our wiki? e,g. technical background, whats your likes and dislikes, if you like long walks on the beach, why your so drawn to art.. stuff like that :) or is their a post relating to this and i missed it?
Wow. You make me feel way cooler than I should. There should be an official dev spotlight happening soon that should cover the information you want, but I'm happy to answer specific questions if you think they won't be covered in the dev spotlight.
What's your favorite game outside of CCP's titles?
Useful Links
//forums.dust514.com/default.aspx?g=posts&t=133588
//forums.dust514.com/default.aspx?g=posts&t=134182
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shade emry3
OSG Planetary Operations Covert Intervention
68
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Posted - 2014.05.18 14:42:00 -
[133] - Quote
CCP MC Peanut wrote:shade emry3 wrote: You sir have been quoted in the wikia im maintaining, can we get a general background of yourself so we can hyperlink you on our wiki? e,g. technical background, whats your likes and dislikes, if you like long walks on the beach, why your so drawn to art.. stuff like that :) or is their a post relating to this and i missed it?
Wow. You make me feel way cooler than I should. There should be an official dev spotlight happening soon that should cover the information you want, but I'm happy to answer specific questions if you think they won't be covered in the dev spotlight.
what can i say, we all love pixels and vision, its a true gift to be able to put those together, |
shade emry3
OSG Planetary Operations Covert Intervention
68
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Posted - 2014.05.18 14:50:00 -
[134] - Quote
Ansiiis The Trustworthy wrote:How about an icon telling that someone needs ammo.
+1 on this. im a logi primary class, and the ability to quickly see when someones low is a priority, and it makes sense in the fact that suits monitor ammo capacity as well as a number of other factors. this isnt COD, this is the future, please make this happen. |
iliel
Heaven's Lost Property
50
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Posted - 2014.05.18 15:02:00 -
[135] - Quote
shade emry3 wrote:Ansiiis The Trustworthy wrote:How about an icon telling that someone needs ammo. +1 on this. im a logi primary class, and the ability to quickly see when someones low is a priority, and it makes sense in the fact that suits monitor ammo capacity as well as a number of other factors. this isnt COD, this is the future, please make this happen.
Yes - - a mana bar!
And while you're at it, make logis' symbol on enemy and friendly HUD be unique so that I know who to kill first. Come on, this isn't COD, it's the future! |
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CCP MC Peanut
C C P C C P Alliance
207
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Posted - 2014.05.18 15:10:00 -
[136] - Quote
Aeon Amadi wrote:CCP MC Peanut wrote:shade emry3 wrote: You sir have been quoted in the wikia im maintaining, can we get a general background of yourself so we can hyperlink you on our wiki? e,g. technical background, whats your likes and dislikes, if you like long walks on the beach, why your so drawn to art.. stuff like that :) or is their a post relating to this and i missed it?
Wow. You make me feel way cooler than I should. There should be an official dev spotlight happening soon that should cover the information you want, but I'm happy to answer specific questions if you think they won't be covered in the dev spotlight. What's your favorite game outside of CCP's titles?
I can't pick a single favorite, but I can break down an 'at the moment' favorite for a few genres (FPS left out to avoid interest conflicts): Adventure: Secret of Monkey Island Fighting: Super Smash Brothers Action: Uncharted Series Racing: Big Bumpin' (the Burger King Game) Indie: Hotline Miami |
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Regis Blackbird
DUST University Ivy League
228
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Posted - 2014.05.18 15:31:00 -
[137] - Quote
CCP MC Peanut wrote:I can't pick a single favorite, but I can break down an 'at the moment' favorite for a few genres (FPS left out to avoid interest conflicts): Adventure: Secret of Monkey Island Fighting: Super Smash Brothers Action: Uncharted Series Racing: Big Bumpin' (the Burger King Game) Indie: Hotline Miami
Here, have another like My favourite game (series) of all times!
Ohh, and unofficial plus for Uncharted as well |
Godin Thekiller
shadows of 514
2322
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Posted - 2014.05.18 15:34:00 -
[138] - Quote
CCP MC Peanut wrote:Aeon Amadi wrote:CCP MC Peanut wrote:shade emry3 wrote: You sir have been quoted in the wikia im maintaining, can we get a general background of yourself so we can hyperlink you on our wiki? e,g. technical background, whats your likes and dislikes, if you like long walks on the beach, why your so drawn to art.. stuff like that :) or is their a post relating to this and i missed it?
Wow. You make me feel way cooler than I should. There should be an official dev spotlight happening soon that should cover the information you want, but I'm happy to answer specific questions if you think they won't be covered in the dev spotlight. What's your favorite game outside of CCP's titles? I can't pick a single favorite, but I can break down an 'at the moment' favorite for a few genres (FPS left out to avoid interest conflicts): Adventure: Secret of Monkey Island Fighting: Super Smash Brothers Action: Uncharted Series Racing: Big Bumpin' (the Burger King Game) Indie: Hotline Miami
favorite flight game
click me
Blup Blub Bloop. Translation: Die -_-
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shade emry3
OSG Planetary Operations Covert Intervention
68
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Posted - 2014.05.18 15:47:00 -
[139] - Quote
iliel wrote:shade emry3 wrote:Ansiiis The Trustworthy wrote:How about an icon telling that someone needs ammo. +1 on this. im a logi primary class, and the ability to quickly see when someones low is a priority, and it makes sense in the fact that suits monitor ammo capacity as well as a number of other factors. this isnt COD, this is the future, please make this happen. Yes - - a mana bar! And while you're at it, make logis' symbol on enemy and friendly HUD be unique so that I know who to kill first. Come on, this isn't COD, it's the future! i like this idea as well |
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CCP MC Peanut
C C P C C P Alliance
210
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Posted - 2014.05.18 15:48:00 -
[140] - Quote
Godin Thekiller wrote:CCP MC Peanut wrote:Aeon Amadi wrote:CCP MC Peanut wrote:shade emry3 wrote: You sir have been quoted in the wikia im maintaining, can we get a general background of yourself so we can hyperlink you on our wiki? e,g. technical background, whats your likes and dislikes, if you like long walks on the beach, why your so drawn to art.. stuff like that :) or is their a post relating to this and i missed it?
Wow. You make me feel way cooler than I should. There should be an official dev spotlight happening soon that should cover the information you want, but I'm happy to answer specific questions if you think they won't be covered in the dev spotlight. What's your favorite game outside of CCP's titles? I can't pick a single favorite, but I can break down an 'at the moment' favorite for a few genres (FPS left out to avoid interest conflicts): Adventure: Secret of Monkey Island Fighting: Super Smash Brothers Action: Uncharted Series Racing: Big Bumpin' (the Burger King Game) Indie: Hotline Miami favorite flight game
Although it's relatively new, I find Kerbal Space Program very satisfying. |
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Godin Thekiller
shadows of 514
2322
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Posted - 2014.05.18 16:44:00 -
[141] - Quote
CCP MC Peanut wrote:
Although it's relatively new, I find Kerbal Space Program very satisfying.
That's a sim tbh, but fine, I'll take that. I respect you now.
click me
Blup Blub Bloop. Translation: Die -_-
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Paladin Sas
Ancient Exiles. General Tso's Alliance
395
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Posted - 2014.05.18 18:35:00 -
[142] - Quote
501st Headstrong wrote:Paladin Sas wrote:501st Headstrong wrote:Ghost Recon Future Soldier had a great X-Ray Vision called the Back-Scatter. Fall-off was 40 Meters *off topic Geonosis was a rough day for the 501st, but we proved to the galaxy that we are real, and we will carry the fight to the very doors of our adversaries and beyond. Live strong, fight hard. Your brothers stand beside you. I was just saying that because we were on the topic of sonars and being able to see hostiles/ friendlies behind walls. I apologize if it was off-topic. I'll stand by you to brother :) For the Republic!
Lol, I was off topic. Your doing great. Keep it up |
KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
10832
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Posted - 2014.05.18 21:36:00 -
[143] - Quote
I would very much like racial HUDs to be implemented in Legion, by which I mean the color and visual style of the HUD should reflect the aesthetic of the dropsuit's racial manufacturer; the elements of a Minmatar HUD would look orange for example, and look similar to Minmatar tribal tattoos (example 2). Elements of an Amarr HUD would be gold and be ornately designed similar to the variety of symbols already used in the Amarr Empire.
A while ago I was asked by CCP Saberwing to compile a list of important HUD features that I believe are needed. I would appreciate it if you had a look at them. (link)
KAGEHOSHI Horned Wolf wrote:The great and mighty CCP Saberwing flew to me from the heavens with his saber-sharp wings, and he has beseeched me, the glorious emperor god-king KAGEHOSHI, with a scroll with five-hundred-fourteen golden seals (Twitter message) asking me to compile a list of important HUD stuff. In the past I have made this thread ( Improving the HUD) full of ways to improve the HUD, but here I shall extract only the most important functional stuff, as well as some new ones I have come across on the forums. [Map/minimap] East, West, and South on the minimap. Very important.
Grids on the map/minimap to make calling out locations more effective, similar to how the maps have grids in the map feedback section (example). Your current coordinates should be very easy to tell on the minimap. If possible, the target readout when aiming should also list the coordinates as well.
Building outlines shown on the minimap. This is very important information to know.
[Team/squad] Who's talking indicator: A speaker icon along with the name of the person talking should pop up when someone on your team or squad is talking. Also the icon should float over their characters heads so you can visually see who is talking.
Squad list: A list of your squadmates right on the HUD. Should include sqad status indicators:
-Their current suit under their names (to quickly visually identify them) -Squad leader indicator (duh) -Shield and armor bar to easily tell who needs help, etc. -Mortally wounded indicators (name highlighted in red) -Inside a vehicle indicators (little car symbol) -Clone terminated/respawning indicators (name is grey, or crossbones symbol) Total squad WP below the list so you can tell how close to getting a strike your squad is.
An indicator for strikes that stays on the screen until the is used. Sometimes the notifications aren't noticed in the heat of battle, so having them last until the strike is used (or are no longer available).
[Equipment] Support equipment icons: Its useful to know who is carrying a nanohive, repair tool, and nanite injector, even when you don't currently need those things. It can be very important to know what your teammates can and can't do for you.
Low ammo icon: those who carry nanohives should see a special icon over those with low ammo to indicate the need for nanohives.
Have the equipment that you or your squadmates deployed appear as a green to know which ones are yours or your squad's.
Some sort of notification of when your equipment has been destroyed.
[Weapon] A different crosshair to indicate when a weapon is done charging, right now its hard to tell when for example a forge gun is fully charged because the charge gauge is all the way down inside the ammo meter; I shouldn't have to take my eyes of the target to check if fully charged. This would not be needed if all weapons had a distinctive sound, animation, and/or visual effect synchronized with charge completetion to queue the user. This one isn't really that important since you can just get use to it, but I think it would be good for usability.
The grenades-carried indicator on your HUD should display different symbols for the various grenade types, or some text to tell you what your type of grenades are.
[Other] We need an indicator to know when we are being repaired by a repair tool. This is very important for teamwork; you don't want a guy you're repairing to run off from you because he doesn't know you were repairing him. This is a must, we had it before a while ago, but it was removed (thought its removal was a bug, but maybe it isn't).
I noticed right now that messages about whether you are scanned, hacking taking place, and others occupy the same place, and only one can be displayed; if an enemy starts hacking a CRU, I will no longer get information about whether or not I have been scanned. It might be good idea to just stack these messages, and even the squad order, RDV, and strike messages to the right where the kill-tracker currently is, and move the kill-tracker thing lower on the screen to make room (inspired by this).
-Upper right corner may be able to display squad orders, if you have been scanned, pending RDV requests, what is being hacked, etc. -Lower right corner will show who kills who. Behold the mighty list! marvel at how I typed things!
I would appreciate it if you could reply informing me of your thoughts regarding these requests, and generally which are possible to implement.
Gû¦Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum altGû+
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Fox Gaden
Immortal Guides
3403
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Posted - 2014.05.19 01:15:00 -
[144] - Quote
This is one of my classic rants, but I donGÇÖt think I have posted it in here yet.
Each squad member should have a number on their dot on the mini map which corresponds to their position in the Squad list. This number should also display above their heads when you look at them.
This will facilitate the communication, as you will be able to quickly identify someone by their number and relay information to them. The classic example is GÇ£Hey Dot 4, you got a shotgun on your 6!GÇ¥
When working closely with a squad I often see things I need to warn other squad members about, but I have no way of identifying which squad member I am addressing. A lot of times in DUST, I would not know how to pronounce someone's name, even if I could see it well enough to read it. A number would work fine as long as the HUD makes it clear to each person what number they are. A number would also be easier to display and easier to read than a name.
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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CCP MC Peanut
C C P C C P Alliance
233
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Posted - 2014.05.19 02:02:00 -
[145] - Quote
KAGEHOSHI Horned Wolf wrote: I would very much like racial HUDs to be implemented in Legion, by which I mean the color and visual style of the HUD should reflect the aesthetic of the dropsuit's racial manufacturer; the elements of a Minmatar HUD would look orange for example, and look similar to Minmatar tribal tattoos (example 2). Elements of an Amarr HUD would be gold and be ornately designed similar to the variety of symbols already used in the Amarr Empire.
This is possible to do. My thinking now is that we just create new models for each component (weapon, suit, target, minimap) for all the varieties we need, and then have a way to pick from based upon current stats/equipment. We should consider other areas of the HUD that are/may be dynamic, because it could create a permutation explosion. If we run into a permutation problem, then we would have to move some of this to be dynamically driven, such as a parameter on a material or actor that is driven by a game data value.
KAGEHOSHI Horned Wolf wrote:[Map/minimap] East, West, and South on the minimap. Very important.
Grids on the map/minimap to make calling out locations more effective, similar to how the maps have grids in the map feedback section (example). Your current coordinates should be very easy to tell on the minimap. If possible, the target readout when aiming should also list the coordinates as well.
Building outlines shown on the minimap. This is very important information to know.
I discussed the minimap in detail in an earlier post--it is not something we have fully figured out for recreating in 3D. But your questions regarding the building outlines and grid lines are a bit different. Building outlines need to come from the 3D scene. Currently the minimap is only aware of the "playable area" (which is available as a 2D mask texture). For building outlines we could have 'minimap' geometry that is included with the building (but never rendered in the scene)--doable, but a few unknowns on my part regarding the minimap generation. Content-wise, it would be a bit of work to setup the minimap outline models (although there may a smart shader that could approximate this--depends on the visual effect we want).
GridLines could be included in the base minimap background texture. If we moved that to 3D, we would probably use a 3D icon to label the grid sections and then use a small tiling texture for the grid lines. This may be why it wasn't done before (because a single gridline texture could be huge).
KAGEHOSHI Horned Wolf wrote:
[Team/squad]
Who's talking indicator: A speaker icon along with the name of the person talking should pop up when someone on your team or squad is talking. Also the icon should float over their characters heads so you can visually see who is talking.
Squad list: A list of your squadmates right on the HUD. Should include sqad status indicators:
-Their current suit under their names (to quickly visually identify them) -Squad leader indicator (duh) -Shield and armor bar to easily tell who needs help, etc. -Mortally wounded indicators (name highlighted in red) -Inside a vehicle indicators (little car symbol) -Clone terminated/respawning indicators (name is grey, or crossbones symbol)
Total squad WP below the list so you can tell how close to getting a strike your squad is.
An indicator for strikes that stays on the screen until the is used. Sometimes the notifications aren't noticed in the heat of battle, so having them last until the strike is used (or are no longer available).
The squad info can be done by creating squad 'slots' (identified by an ID numnber perhaps) and having kismet events for state change and event handling. This would need to be done with careful consideration on performance, though, because squad information is coming through the server, rather than the client. If we have too much data to update there could be a performance drop. If that is a problem, then it is possible we update at predefined intervals, with single event--this would save performance, but it may result in a less than instantaneous update (although this data does need to be transmitted to your suit anyway)
KAGEHOSHI Horned Wolf wrote: [Equipment]
Support equipment icons: Its useful to know who is carrying a nanohive, repair tool, and nanite injector, even when you don't currently need those things. It can be very important to know what your teammates can and can't do for you.
Low ammo icon: those who carry nanohives should see a special icon over those with low ammo to indicate the need for nanohives.
Have the equipment that you or your squadmates deployed appear as a green to know which ones are yours or your squad's.
Some sort of notification of when your equipment has been destroyed.
Again, possible, but same consideration as above, regarding data coming through the server. Also much of this information would need to be on a 3D Icon in the scene, rather than planted on the HUD.
KAGEHOSHI Horned Wolf wrote: [Weapon]
A different crosshair to indicate when a weapon is done charging, right now its hard to tell when for example a forge gun is fully charged because the charge gauge is all the way down inside the ammo meter; I shouldn't have to take my eyes of the target to check if fully charged. This would not be needed if all weapons had a distinctive sound, animation, and/or visual effect synchronized with charge completetion to queue the user. This... |
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
10841
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Posted - 2014.05.19 02:24:00 -
[146] - Quote
Thank you for the reply, what HUD features are among your goals for Legion by release? What do you foresee the HUD being like?
Gû¦Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum altGû+
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Maken Tosch
DUST University Ivy League
8652
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Posted - 2014.05.19 02:33:00 -
[147] - 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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CCP MC Peanut
C C P C C P Alliance
237
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Posted - 2014.05.19 03:06:00 -
[148] - Quote
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). |
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Maken Tosch
DUST University Ivy League
8653
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Posted - 2014.05.19 03:37:00 -
[149] - 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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Sole Fenychs
Sinq Laison Gendarmes Gallente Federation
447
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Posted - 2014.05.19 07:59:00 -
[150] - Quote
So, what about making things pretty? I played all of the Metroid Prime games, which do some really awesome HUD effects to add to the immersion. Like, if a map has valves that blow steam into a room and you walk into that steam, your vision gets obscured. Icy regions cause your screen to show ice crystals on the borders. Damage would produce static and EM weapons would cause the HUD to fade in and out. Or, when an explosion goes off in front of your face, you can see the reflection of your face on the inside of your visor. The latter would obviously not make sense for this game, considering that we aren't looking through transparent visors. Well, at least for the Medium suits that seems to be the case - The Caldari and Gallente scout look like they might actually have visor systems. |
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