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Thread Statistics | Show CCP posts - 44 post(s) |
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CCP MC Peanut
C C P C C P Alliance
368
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Posted - 2014.05.23 12:18:00 -
[211] - Quote
Aeon Amadi wrote:My only recommendation is a marker for true north. Looks great, not going to lie, but to someone who doesn't have knowledge of how aircraft compasses work it looks like a bunch of numbers that are relative to my position. Also, what's the scale of the compass? 0-100? 0-360? This kind of information could greatly help tactical communication. If 0 is True North, then I can tell my team-mates that the sniper is "Twenty degrees from my location" or something to that extent.
Yes absolutely. I agree--I didn't even know it was moving backwards with the numbers. It would have been more obvious if I turned right and suddenly I'm facing West. I'm pretty sure the artists, when they update the texture for this, will add some markers, but I can't say for sure.
As for displaying objectives and such on the compass (an earlier question asked this). This is a little more complicated than the compass itself, as the position is related to the objective position and your position/orientation. Actually, when I first thought about it, I thought this was hard, but then after a day I realized it isn't. You just need a normalized vector to the objective and the players facing vector--then you can figure out the angle (same way with the compass--arctan2). This could actually be done with a shader, but you would need texture sampler for each objective. Also you could create a different polygon ring for each objective and let them sit slightly on top (so close you couldn't tell). The hardest part is getting the position of the objective--this wouldn't be immediately available in the shader, but it could be set with an event, as objectives don't change position (but if we wanted to track other things that do change position that may need to use a different way). Wow--this is cool--totally do-able. Thanks for making me think about it. I'll propose it to the team.
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I-Shayz-I
I-----I
3448
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Posted - 2014.05.23 13:05:00 -
[212] - Quote
CCP MC Peanut wrote: Wow--this is cool--totally do-able. Thanks for making me think about it. I'll propose it to the team.
Back when I was doing Game Design stuff I found it really useful to just blab to random people in the class about ideas. I remember a specific time when I was at a complete roadblock because of the way I was coding the upgrades (I made it hard on myself by attributing all of the stats to the projectiles, and then making it so that certain projectiles were used
I just explained the problem to someone else, how I wish I could code it...which was the solution I had been looking for all along.
The funny part was when I thanked him for helping me figure it out and he tells me "but I didn't say anything". Sometimes it just helps to bounce things off of people lol
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5721
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Posted - 2014.05.23 13:39:00 -
[213] - Quote
CCP MC Peanut wrote:Aeon Amadi wrote:My only recommendation is a marker for true north. Looks great, not going to lie, but to someone who doesn't have knowledge of how aircraft compasses work it looks like a bunch of numbers that are relative to my position. Also, what's the scale of the compass? 0-100? 0-360? This kind of information could greatly help tactical communication. If 0 is True North, then I can tell my team-mates that the sniper is "Twenty degrees from my location" or something to that extent. Yes absolutely. I agree--I didn't even know it was moving backwards with the numbers. It would have been more obvious if I turned right and suddenly I'm facing West. I'm pretty sure the artists, when they update the texture for this, will add some markers, but I can't say for sure. As for displaying objectives and such on the compass (an earlier question asked this). This is a little more complicated than the compass itself, as the position is related to the objective position and your position/orientation. Actually, when I first thought about it, I thought this was hard, but then after a day I realized it isn't. You just need a normalized vector to the objective and the players facing vector--then you can figure out the angle (same way with the compass--arctan2). This could actually be done with a shader, but you would need texture sampler for each objective. Also you could create a different polygon ring for each objective and let them sit slightly on top (so close you couldn't tell). The hardest part is getting the position of the objective--this wouldn't be immediately available in the shader, but it could be set with an event, as objectives don't change position (but if we wanted to track other things that do change position that may need to use a different way). Wow--this is cool--totally do-able. Thanks for making me think about it. I'll propose it to the team.
^_-
Combine this sort of tactical viability through information gathering with a grid-map on the actual overhead and you've given the guys on the ground everything they need to effectively communicate in the same way that we would in the military. Can play into a whole new meta for effective squad leaders/commanders who can accurately read into the battlefield and provide that information effectively to their team. Congratulations, you just achieved everything Field Command leaders have been asking for.
EDIT: Oh, right - on that note - if we do get a grid-layout for the map... Any chance you could include what grid we're in on our HUD? Just something simple, off in the corner or next to the compass to signify that I'm in G6 or where-ever. That way someone can tell me that "Enemy is at H7" and I know exactly where I need to be / how close they are, instantly
ANOTHER EDIT: Albeit in retrospect that may be rather difficult to accomplish. Your call though.
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Bragoltur Valaruina
Storm Wind Strikeforce Caldari State
9
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Posted - 2014.05.23 16:57:00 -
[214] - Quote
Aeon Amadi wrote:Combine this sort of tactical viability through information gathering with a grid-map on the actual overhead and you've given the guys on the ground everything they need to effectively communicate in the same way that we would in the military. Can play into a whole new meta for effective squad leaders/commanders who can accurately read into the battlefield and provide that information effectively to their team. Congratulations, you just achieved everything Field Command leaders have been asking for. EDIT: Oh, right - on that note - if we do get a grid-layout for the map... Any chance you could include what grid we're in on our HUD? Just something simple, off in the corner or next to the compass to signify that I'm in G6 or where-ever. That way someone can tell me that "Enemy is at H7" and I know exactly where I need to be / how close they are, instantly Here's an example of what I'm trying to illustrate: http://i.imgur.com/ScbP8SX.pnghttp://i.imgur.com/k4m9amb.jpgANOTHER EDIT: Albeit in retrospect that may be rather difficult to accomplish. Your call though.
I would like to see this too, but I think that numerical coordinates would ad to emersion more. Calling out, 'There is a sniper at D - 10!' Doesn't have the same effect as 'There is a sniper at 4 - 10!' to me. Kind of feels more like Battleship (the boardgame). Added to that, you can have more precision with decimals. 'There is a sniper at 4.5 - 10.1!' Lastly, if (as I hope) they begin to make maps on a larger scale, you can just keep counting up, instead of limiting it to 26 units. |
501st Headstrong
G0DS AM0NG MEN General Tso's Alliance
226
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Posted - 2014.05.23 19:27:00 -
[215] - Quote
Really digging the grid map, especially if we can zero in orbitals to that point, get crazy accurate. Hell, it could even have a red circumference in the Orbital Screen to show possible splash damage reach. Crazy helpful in PC since you could say, "EVERYONE FROM 4.5-20 TO 8.3-30 NEEDS TO GET THE HELL OUTTA DODGE CAUSE I'M DROPPING THIS THING!"
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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Kain Spero
3576
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Posted - 2014.05.23 20:28:00 -
[216] - Quote
CCP MC Peanut, I just want to thank you for engaging the community so openly and with so much depth. It is something that is awesome for the players and awesome for the future of the game as a whole. Keep it up.
Owner of Spero Escrow Services
Follow @KainSpero for Dust and CPM news
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The-Errorist
SVER True Blood
718
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Posted - 2014.05.24 01:04:00 -
[217] - Quote
CCP MC Peanut wrote:Aeon Amadi wrote:My only recommendation is a marker for true north. Looks great, not going to lie, but to someone who doesn't have knowledge of how aircraft compasses work it looks like a bunch of numbers that are relative to my position. Also, what's the scale of the compass? 0-100? 0-360? This kind of information could greatly help tactical communication. If 0 is True North, then I can tell my team-mates that the sniper is "Twenty degrees from my location" or something to that extent. Yes absolutely. I agree--I didn't even know it was moving backwards with the numbers. It would have been more obvious if I turned right and suddenly I'm facing West. I'm pretty sure the artists, when they update the texture for this, will add some markers, but I can't say for sure. As for displaying objectives and such on the compass (an earlier question asked this). This is a little more complicated than the compass itself, as the position is related to the objective position and your position/orientation. Actually, when I first thought about it, I thought this was hard, but then after a day I realized it isn't. You just need a normalized vector to the objective and the players facing vector--then you can figure out the angle (same way with the compass--arctan2). This could actually be done with a shader, but you would need texture sampler for each objective. Also you could create a different polygon ring for each objective and let them sit slightly on top (so close you couldn't tell). The hardest part is getting the position of the objective--this wouldn't be immediately available in the shader, but it could be set with an event, as objectives don't change position (but if we wanted to track other things that do change position that may need to use a different way). Wow--this is cool--totally do-able. Thanks for making me think about it. I'll propose it to the team. In the description of the domination game mode for Legion, it said that the object changes every 10min, so that might be a problem.
MAG vet, Dust closed beta vet, and an alt of Velvet Overkill (infantry) & Agent Overkill (vehicle).
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CCP MC Peanut
C C P C C P Alliance
406
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Posted - 2014.05.24 03:22:00 -
[218] - Quote
Aeon Amadi wrote:^_- Combine this sort of tactical viability through information gathering with a grid-map on the actual overhead and you've given the guys on the ground everything they need to effectively communicate in the same way that we would in the military. Can play into a whole new meta for effective squad leaders/commanders who can accurately read into the battlefield and provide that information effectively to their team. Congratulations, you just achieved everything Field Command leaders have been asking for. EDIT: Oh, right - on that note - if we do get a grid-layout for the map... Any chance you could include what grid we're in on our HUD? Just something simple, off in the corner or next to the compass to signify that I'm in G6 or where-ever. That way someone can tell me that "Enemy is at H7" and I know exactly where I need to be / how close they are, instantly Here's an example of what I'm trying to illustrate: http://i.imgur.com/ScbP8SX.pnghttp://i.imgur.com/k4m9amb.jpgANOTHER EDIT: Albeit in retrospect that may be rather difficult to accomplish. Your call though.
I know they previously looked into a grid overlay on the overview map before, but they ran into issues with the terrain being in 3D and the UI being done in 2D Postprocess--this doesn't work well because the terrain has depth and the grid overlay is flat and above the terrain--it will not line up properly.
It can be achieved if the grid is done in 3D. There is one shader technique where you can draw pixels only at the intersection points of polygons. I attempted a small prototype by adding some polygons that intersected with the terrain (they are huge), but the thickness of the 'line' changes too much with slope and distance, so we would still need to figure out a way to improve this (and there are ways). Another way this could be done is by building it into the material on the terrain and use WorldSpace mapping coordinates (basically you can use the x,y value as a texture coordinate). This seems better and I'm leaning more towards it (although the first technique would be useful if we wanted to show a scan effect going across the landscape). Still there is a roadblock in figuring out how to apply this grid material--we don't want to it as part of the terrain material all the time--some of the starmap work is requiring something similar, so I'm hopeful we can learn from that.
If we can make certain our overlay map is placed mathematically correct, then it shouldn't be too hard to display what quadrant you are in. In fact, this could be completely done on the content side if the terrains always align to the same world space point (which I believe is true). In the material for the grid coordinate we just look up the world space coordinate and convert it to a grid coordinate--then we have a texture with each coordinate label in a grid (like a texture atlas), and we shift our mapping coordinates appropriately. Probably not too bad, but I'm simplifying the steps and might be missing something (ducks).
The-Errorist wrote: In the description of the domination game mode for Legion, it said that the object changes every 10min, so that might be a problem.
Actually it is ok if it switches in frequently. I was more referring to marking positions of things that could be frequently (like every frame) moving, such as a player. |
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KAGEHOSHI Horned Wolf
Dominion of the Supreme Emperor God-King KAGEHOSHI
10924
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Posted - 2014.05.24 08:09:00 -
[219] - Quote
Some HUD features I would like for immersion.
HUD boot-up when we spawn. The various HUD elements should turn like 1 seconds after you spawn.
Head-shot damage visual distortion effects. Sensors & cameras for vision are located in helmet, so when shields are down and you are hit by headshot, the cameras' vision should be effected. This could make the HUD flash off briefly.
Thank you
Gû¦Supreme emperor god-kingpÇÉKAGEH¦PSHIpÇæ// Lord of threads // Forum altGû+
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5738
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Posted - 2014.05.24 12:01:00 -
[220] - Quote
CCP MC Peanut wrote:The-Errorist wrote: In the description of the domination game mode for Legion, it said that the object changes every 10min, so that might be a problem.
Actually it is ok if it switches infrequently. I was more referring to marking positions of things that could be frequently (like every frame) moving, such as a player.
Don't we already do this with Squad Orders though? Not bringing that up as a way of saying "Hey, copy/paste the methodologies of that here" I'm saying that as: If we already have the functionality to track a moving player with squad orders, no reason to add something that does the same thing =P
Useful Links
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5741
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Posted - 2014.05.24 12:06:00 -
[221] - Quote
KAGEHOSHI Horned Wolf wrote:Some HUD features I would like for immersion.
HUD boot-up when we spawn. The various HUD elements should turn like 1 seconds after you spawn.
Head-shot damage visual distortion effects. Sensors & cameras for vision are located in helmet, so when shields are down and you are hit by headshot, the cameras' vision should be effected. This could make the HUD flash off briefly.
Thank you
Blue Screen xD
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CCP MC Peanut
C C P C C P Alliance
409
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Posted - 2014.05.24 13:09:00 -
[222] - Quote
Aeon Amadi wrote:CCP MC Peanut wrote:The-Errorist wrote: In the description of the domination game mode for Legion, it said that the object changes every 10min, so that might be a problem.
Actually it is ok if it switches infrequently. I was more referring to marking positions of things that could be frequently (like every frame) moving, such as a player. Don't we already do this with Squad Orders though? Not bringing that up as a way of saying "Hey, copy/paste the methodologies of that here" I'm saying that as: If we already have the functionality to track a moving player with squad orders, no reason to add something that does the same thing =P
Yea we already do that and are doing it in a 2D system and generally it works fine. If we moved this to a 3D system we would be able to better control (on the content side) the visual rendering of these icons. We would also be able to add more complex /dynamic information, such as animations, dynamic text, visual states, and shaders (like a health bar on an icon). It may also give us more flexibility to expand on it since it becomes more content driven. However, we would likely only move to a 3D system if we felt the benefits were worth the cost of moving. In the case of the HUD, the benefits were worth the cost.
As for doing this on the compass--this can't use the existing system because the compass exists in the 3D world while the current icons are drawn in 2D (using 3D positions and converting to screen position). Also we probably can't track the player position on the compass using the method I described above because it would require constant updating, and kismet is not great for that--this would be better to be done on a custom actor class and controlled within the class itself (faster).
Or am I missing your question again. I am actually not incredibly familiar with the workings of squad interaction so I may be missing the point.
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5741
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Posted - 2014.05.24 14:34:00 -
[223] - Quote
CCP MC Peanut wrote:Aeon Amadi wrote:CCP MC Peanut wrote:The-Errorist wrote: In the description of the domination game mode for Legion, it said that the object changes every 10min, so that might be a problem.
Actually it is ok if it switches infrequently. I was more referring to marking positions of things that could be frequently (like every frame) moving, such as a player. Don't we already do this with Squad Orders though? Not bringing that up as a way of saying "Hey, copy/paste the methodologies of that here" I'm saying that as: If we already have the functionality to track a moving player with squad orders, no reason to add something that does the same thing =P Yea we already do that and are doing it in a 2D system and generally it works fine. If we moved this to a 3D system we would be able to better control (on the content side) the visual rendering of these icons. We would also be able to add more complex /dynamic information, such as animations, dynamic text, visual states, and shaders (like a health bar on an icon). It may also give us more flexibility to expand on it since it becomes more content driven. However, we would likely only move to a 3D system if we felt the benefits were worth the cost of moving. In the case of the HUD, the benefits were worth the cost. As for doing this on the compass--this can't use the existing system because the compass exists in the 3D world while the current icons are drawn in 2D (using 3D positions and converting to screen position). Also we probably can't track the player position on the compass using the method I described above because it would require constant updating, and kismet is not great for that--this would be better to be done on a custom actor class and controlled within the class itself (faster). Or am I missing your question again. I am actually not incredibly familiar with the workings of squad interaction so I may be missing the point.
All gravy. I was simply suggesting to the other person that we already have functionality geared toward marking positions of moving targets, however rudimentary it may be.
Some of the common suggestions by the community as far as the overall HUD though are:
Squad information on the HUD (name/HP/voice activation indicator)
Customization of layout. Though you covered this fairly well in a previous post, I'd like to reinforce the suggestion due to it's popularity. Some players I talk to say they'd like to be able to move stuff around to match other games they're used to (not going to lie, I generally prefer ammo count to be closer to the crosshair/immersive)
UI Scaling is another big suggestion.
Along the lines of customization though, I personally have always preferred diegetic UI styles (example provided for those who don't know what this means) and because of Dust 514/Legion's unique Sci-Fi setting it provides a lot of excuse to go absolutely crazy with that.
Technically, you could offload a lot of the artist work by just adding a color changer to the HUD elements (Fallout 3 did this) and get a "Racial HUD lite" sort of thing going on. If I'm not mistaken all you'd have to do is adjust some shaders with different presets, right?
If you wanted to -really- do the community justice you could even allow some leeway for modders to create their own HUD elements (Eve players used to do this using the overview's XML) but I could see that becoming very dangerous if someone gets the bright idea to use it for cheats/glitches.
Useful Links
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Orca Amsel
Subdreddit Test Alliance Please Ignore
683
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Posted - 2014.05.24 16:09:00 -
[224] - Quote
CCP MC Peanut wrote:CCP MC Peanut has a youtube channel now I got permission to upload some footage of the compass. The texture is still a work in progress and will be updated later by artists, but you can see it moving with the camera. https://www.youtube.com/watch?v=rTk3C5HPoZs
I think having an east/west marker and an N instead would be better than having a single arrow.
Fire CCP Shanghai.
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CCP MC Peanut
C C P C C P Alliance
411
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Posted - 2014.05.25 01:28:00 -
[225] - Quote
Ulysses Knapse wrote:A few questions. Pardon me if these have already been answered, I only just noticed this thread.
1. A semi-common feature in shooters is to have your ammo amount be displayed holographically next to the weapon. Would it be possible to implement this as an toggleable feature, perhaps also showing heat as well as ammo?
2. If we ever get speedometers, how would you feel about implementing an accelerometer as well for vehicles, especially aircraft? It would be interesting and helpful to know how fast I'm speeding up as well as how fast I'm currently going.
This is another benefit to moving 3D that I didn't really talk about, but yes, as the HUD is in 3D now, the content is setup in a very similar way as a weapon (in fact on my first visual prototype I replaced a weapon to get it into game). This means we can attach a polygon to a weapon (or a weapon joint) and have some UI element look projected from the weapon. It also means we could take our existing HUD materials (such as an ammo bar) and map them directly on weapons (although this could be a bit annoying because someone would have to go back on all the weapons and add some new polygons).
For speedometers, we should have the velocity value, but this is something that may be difficult to display like the other HUD because velocity is constantly changing--I would be concerned the update event would experience lag or be a little choppy--an Engineer may have a better answer (I only have a concern). If we didn't do it this way we may be able to use animation trees, which should be more responsive to handling parameters that change constantly. I've felt we would eventually need to include animation trees into the HUD/3D UI system anyway. |
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Iron Wolf Saber
Den of Swords
15187
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Posted - 2014.05.25 09:19:00 -
[226] - Quote
Any chances for interhud glass effects?
Like walking through a steam vent fogs up the hud glass? (ala Metroid Prime effects?)
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Caldari Assault // Unlocked
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I-Shayz-I
I-----I
3458
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Posted - 2014.05.25 10:03:00 -
[227] - Quote
Iron Wolf Saber wrote:Any chances for interhud glass effects?
Like walking through a steam vent fogs up the hud glass? (ala Metroid Prime effects?)
I was interested int this idea at first...but the dropsuits we have in Dust aren't like space suits with helmets. In other words, our merc isn't looking through a face shield/glass
Instead it's more like Ironman where there is a holo display inside the helmet, and that displays whatever the outside cameras are displaying.
MCP replied about this a few pages back...another thing was balancing and making sure that certain effects won't have any ill effect on gameplay to make it unfair or not fun.
Still, the cameras have to have some sort of shield cover or protection against the elements, so there's always the possibility. My favorite effect from the Metroid Prime games had to have been the way you'd see a flash of Samus' eyes reflecting in the visor when there was a bright light or when missiles hit near you. Either that or when you'd get hit with some sort of EMP blast that made you have to restart your suit system before you could get your HUD back.
Talk about putting you in the game...immersion at its finest in those games for sure.
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CCP MC Peanut
C C P C C P Alliance
414
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Posted - 2014.05.25 10:33:00 -
[228] - Quote
I-Shayz-I wrote:Iron Wolf Saber wrote:Any chances for interhud glass effects?
Like walking through a steam vent fogs up the hud glass? (ala Metroid Prime effects?) I was interested int this idea at first...but the dropsuits we have in Dust aren't like space suits with helmets. In other words, our merc isn't looking through a face shield/glass Instead it's more like Ironman where there is a holo display inside the helmet, and that displays whatever the outside cameras are displaying. MCP replied about this a few pages back...another thing was balancing and making sure that certain effects won't have any ill effect on gameplay to make it unfair or not fun. Still, the cameras have to have some sort of shield cover or protection against the elements, so there's always the possibility. My favorite effect from the Metroid Prime games had to have been the way you'd see a flash of Samus' eyes reflecting in the visor when there was a bright light or when missiles hit near you. Either that or when you'd get hit with some sort of EMP blast that made you have to restart your suit system before you could get your HUD back. Talk about putting you in the game...immersion at its finest in those games for sure.
Thanks for the assist. Nailed it.
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5756
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Posted - 2014.05.25 13:27:00 -
[229] - Quote
CCP MC Peanut wrote:I-Shayz-I wrote:Iron Wolf Saber wrote:Any chances for interhud glass effects?
Like walking through a steam vent fogs up the hud glass? (ala Metroid Prime effects?) I was interested int this idea at first...but the dropsuits we have in Dust aren't like space suits with helmets. In other words, our merc isn't looking through a face shield/glass Instead it's more like Ironman where there is a holo display inside the helmet, and that displays whatever the outside cameras are displaying. MCP replied about this a few pages back...another thing was balancing and making sure that certain effects won't have any ill effect on gameplay to make it unfair or not fun. Still, the cameras have to have some sort of shield cover or protection against the elements, so there's always the possibility. My favorite effect from the Metroid Prime games had to have been the way you'd see a flash of Samus' eyes reflecting in the visor when there was a bright light or when missiles hit near you. Either that or when you'd get hit with some sort of EMP blast that made you have to restart your suit system before you could get your HUD back. Talk about putting you in the game...immersion at its finest in those games for sure. Thanks for the assist. Nailed it.
I personally wouldn't mind it. At first I was thinking, "It's cool but what's the functionality" and then I remembered how ridiculously OP the sun can be for one side of the map.
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Iron Wolf Saber
Den of Swords
15196
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Posted - 2014.05.25 21:58:00 -
[230] - Quote
Of course; also issue of performance as well.
Metriod prime's effects I felt while nice where a bit too powerful for a multiplayer competitive environment.
However there been other games that have made the effects terrible Namely the bleeding blood splatter and 'health bar' Including dust 514's own repair aura.
Immersion details is just the sprinkles on top of the ice cream not the fudge ribbon.
CPM 0 Secretary
Omni-Soldier, Forum Warrior, Annoying Artist
\\= Advanced Caldari Assault // Unlocked
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CCP MC Peanut
C C P C C P Alliance
415
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Posted - 2014.05.26 11:20:00 -
[231] - Quote
Iron Wolf Saber wrote:Of course; also issue of performance as well.
Metriod prime's effects I felt while nice where a bit too powerful for a multiplayer competitive environment.
However there been other games that have made the effects terrible Namely the bleeding blood splatter and 'health bar' Including dust 514's own repair aura.
Immersion details is just the sprinkles on top of the ice cream not the fudge ribbon.
Since we are on the topic of screen effects... I've posted a very early prototype of doing one. This is so early, you will see the 3D HUD is still mostly un-textured polygons (it was probably going through a makeover at that point). So please excuse the ugliness there, but I thought it would be cool to show off at least a little proof that this type of thing is possible. The fog effect is a translucent material (with a color of white). There is also a little bit of blurring going on, but the blur control has since been improved, so I know we could achieve an even more realistic effect here. Of course, as discussed, an effect like this is questionable if it really follows the fiction of the suits having screens and cameras. Still, the technique remains the same: visor mesh + shader with access to the screen texture.
http://youtu.be/-TUr4W9vOG4 |
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Fox Gaden
Immortal Guides
3486
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Posted - 2014.05.26 12:52:00 -
[232] - Quote
CCP MC Peanut wrote:Aeon Amadi wrote:^_- Combine this sort of tactical viability through information gathering with a grid-map on the actual overhead and you've given the guys on the ground everything they need to effectively communicate in the same way that we would in the military. Can play into a whole new meta for effective squad leaders/commanders who can accurately read into the battlefield and provide that information effectively to their team. Congratulations, you just achieved everything Field Command leaders have been asking for. EDIT: Oh, right - on that note - if we do get a grid-layout for the map... Any chance you could include what grid we're in on our HUD? Just something simple, off in the corner or next to the compass to signify that I'm in G6 or where-ever. That way someone can tell me that "Enemy is at H7" and I know exactly where I need to be / how close they are, instantly Here's an example of what I'm trying to illustrate: http://i.imgur.com/ScbP8SX.pnghttp://i.imgur.com/k4m9amb.jpgANOTHER EDIT: Albeit in retrospect that may be rather difficult to accomplish. Your call though. I know they previously looked into a grid overlay on the overview map before, but they ran into issues with the terrain being in 3D and the UI being done in 2D Postprocess--this doesn't work well because the terrain has depth and the grid overlay is flat and above the terrain--it will not line up properly. It can be achieved if the grid is done in 3D. There is one shader technique where you can draw pixels only at the intersection points of polygons. I attempted a small prototype by adding some polygons that intersected with the terrain (they are huge), but the thickness of the 'line' changes too much with slope and distance, so we would still need to figure out a way to improve this (and there are ways). Another way this could be done is by building it into the material on the terrain and use WorldSpace mapping coordinates (basically you can use the x,y value as a texture coordinate). This seems better and I'm leaning more towards it (although the first technique would be useful if we wanted to show a scan effect going across the landscape). Still there is a roadblock in figuring out how to apply this grid material--we don't want to it as part of the terrain material all the time--some of the starmap work is requiring something similar, so I'm hopeful we can learn from that. I am dealing with the same issue in real life, working with parcel boundaries projected onto oblique air photos. The lines get thick in your first approach for the same reason that slicing bread on an angle will give you a larger piece of toast. The second approach definitely will give you a better looking display. You just need to lay down those grids on the environment with invisible ink so they only show up under a black light (or at least the programmatic equivalent).
You realize that if you do that, then you would have the option of projecting the grid onto the HUD so that solders would see the grids as an overlay on the live environment, just as the other blue and red items are overlays. (Might want to make this an optional feature that can be turned on or off.)
Hand/Eye coordination cannot be taught. For everything else there is the Learning Coalition.
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Bragoltur Valaruina
Storm Wind Strikeforce Caldari State
16
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Posted - 2014.05.26 17:39:00 -
[233] - Quote
CCP MC Peanut wrote:Aeon Amadi wrote:^_- Combine this sort of tactical viability through information gathering with a grid-map on the actual overhead and you've given the guys on the ground everything they need to effectively communicate in the same way that we would in the military. Can play into a whole new meta for effective squad leaders/commanders who can accurately read into the battlefield and provide that information effectively to their team. Congratulations, you just achieved everything Field Command leaders have been asking for. EDIT: Oh, right - on that note - if we do get a grid-layout for the map... Any chance you could include what grid we're in on our HUD? Just something simple, off in the corner or next to the compass to signify that I'm in G6 or where-ever. That way someone can tell me that "Enemy is at H7" and I know exactly where I need to be / how close they are, instantly Here's an example of what I'm trying to illustrate: http://i.imgur.com/ScbP8SX.pnghttp://i.imgur.com/k4m9amb.jpgANOTHER EDIT: Albeit in retrospect that may be rather difficult to accomplish. Your call though. I know they previously looked into a grid overlay on the overview map before, but they ran into issues with the terrain being in 3D and the UI being done in 2D Postprocess--this doesn't work well because the terrain has depth and the grid overlay is flat and above the terrain--it will not line up properly. It can be achieved if the grid is done in 3D. There is one shader technique where you can draw pixels only at the intersection points of polygons. I attempted a small prototype by adding some polygons that intersected with the terrain (they are huge), but the thickness of the 'line' changes too much with slope and distance, so we would still need to figure out a way to improve this (and there are ways). Another way this could be done is by building it into the material on the terrain and use WorldSpace mapping coordinates (basically you can use the x,y value as a texture coordinate). This seems better and I'm leaning more towards it (although the first technique would be useful if we wanted to show a scan effect going across the landscape). Still there is a roadblock in figuring out how to apply this grid material--we don't want to it as part of the terrain material all the time--some of the starmap work is requiring something similar, so I'm hopeful we can learn from that. If we can make certain our overlay map is placed mathematically correct, then it shouldn't be too hard to display what quadrant you are in. In fact, this could be completely done on the content side if the terrains always align to the same world space point (which I believe is true). In the material for the grid coordinate we just look up the world space coordinate and convert it to a grid coordinate--then we have a texture with each coordinate label in a grid (like a texture atlas), and we shift our mapping coordinates appropriately. Probably not too bad, but I'm simplifying the steps and might be missing something.
Could you give the player an option (maybe on the tactical map) to view the map in orthographic or perspective mode? In orthographic you could overlay a 3D grid over the map with no warping. I personally think the radar/hopefully soon to be mini map, should always be orthographic.
For those who might not know, "Orthographic projection (or orthogonal projection) is a means of representing a three-dimensional object in two dimensions."
Via http://en.m.wikipedia.org/wiki/Orthographic_projection |
Aeon Amadi
Edimmu Warfighters Gallente Federation
5784
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Posted - 2014.05.26 17:43:00 -
[234] - Quote
CCP MC Peanut wrote:Iron Wolf Saber wrote:Of course; also issue of performance as well.
Metriod prime's effects I felt while nice where a bit too powerful for a multiplayer competitive environment.
However there been other games that have made the effects terrible Namely the bleeding blood splatter and 'health bar' Including dust 514's own repair aura.
Immersion details is just the sprinkles on top of the ice cream not the fudge ribbon. Since we are on the topic of screen effects... I've posted a very early prototype of doing one. This is so early, you will see the 3D HUD is still mostly un-textured polygons (it was probably going through a makeover at that point). So please excuse the ugliness there, but I thought it would be cool to show off at least a little proof that this type of thing is possible. The fog effect is a translucent material (with a color of white). There is also a little bit of blurring going on, but the blur control has since been improved, so I know we could achieve an even more realistic effect here. Of course, as discussed, an effect like this is questionable if it really follows the fiction of the suits having screens and cameras. Still, the technique remains the same: visor mesh + shader with access to the screen texture. http://youtu.be/-TUr4W9vOG4
Whaaaaaaat this makes me so giddy my sides hurt, I love it!!
All kind of possibilities open up with this
All of my +1's
Useful Links
Aeon Amadi for CPM1
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Aeon Amadi
Edimmu Warfighters Gallente Federation
5784
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Posted - 2014.05.26 17:44:00 -
[235] - Quote
Bragoltur Valaruina wrote:CCP MC Peanut wrote:Aeon Amadi wrote:^_- Combine this sort of tactical viability through information gathering with a grid-map on the actual overhead and you've given the guys on the ground everything they need to effectively communicate in the same way that we would in the military. Can play into a whole new meta for effective squad leaders/commanders who can accurately read into the battlefield and provide that information effectively to their team. Congratulations, you just achieved everything Field Command leaders have been asking for. EDIT: Oh, right - on that note - if we do get a grid-layout for the map... Any chance you could include what grid we're in on our HUD? Just something simple, off in the corner or next to the compass to signify that I'm in G6 or where-ever. That way someone can tell me that "Enemy is at H7" and I know exactly where I need to be / how close they are, instantly Here's an example of what I'm trying to illustrate: http://i.imgur.com/ScbP8SX.pnghttp://i.imgur.com/k4m9amb.jpgANOTHER EDIT: Albeit in retrospect that may be rather difficult to accomplish. Your call though. I know they previously looked into a grid overlay on the overview map before, but they ran into issues with the terrain being in 3D and the UI being done in 2D Postprocess--this doesn't work well because the terrain has depth and the grid overlay is flat and above the terrain--it will not line up properly. It can be achieved if the grid is done in 3D. There is one shader technique where you can draw pixels only at the intersection points of polygons. I attempted a small prototype by adding some polygons that intersected with the terrain (they are huge), but the thickness of the 'line' changes too much with slope and distance, so we would still need to figure out a way to improve this (and there are ways). Another way this could be done is by building it into the material on the terrain and use WorldSpace mapping coordinates (basically you can use the x,y value as a texture coordinate). This seems better and I'm leaning more towards it (although the first technique would be useful if we wanted to show a scan effect going across the landscape). Still there is a roadblock in figuring out how to apply this grid material--we don't want to it as part of the terrain material all the time--some of the starmap work is requiring something similar, so I'm hopeful we can learn from that. If we can make certain our overlay map is placed mathematically correct, then it shouldn't be too hard to display what quadrant you are in. In fact, this could be completely done on the content side if the terrains always align to the same world space point (which I believe is true). In the material for the grid coordinate we just look up the world space coordinate and convert it to a grid coordinate--then we have a texture with each coordinate label in a grid (like a texture atlas), and we shift our mapping coordinates appropriately. Probably not too bad, but I'm simplifying the steps and might be missing something. Could you give the player an option (maybe on the tactical map) to view the map in orthographic or perspective mode? In orthographic you could overlay a 3D grid over the map with no warping. I personally think the radar/hopefully soon to be mini map, should always be orthographic. For those who might not know, "Orthographic projection (or orthogonal projection) is a means of representing a three-dimensional object in two dimensions." Via http://en.m.wikipedia.org/wiki/Orthographic_projection
Right right, this is what I had originally intended when proposing the suggestion. I do a lot of work in Blender (3D modeler similar to Maya) and work almost exclusively in Orthographic. Thanks for elaborating on this, I probably should have explained it better =P
Useful Links
Aeon Amadi for CPM1
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I-Shayz-I
I-----I
3465
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Posted - 2014.05.26 17:44:00 -
[236] - Quote
On cold planets/battlegrounds the edges of the screen could get slightly frosted from being out in the cold wind. Hot temperatures could create a transparent distortion effect around the edges.
Maybe some sort of electrical effect when you get fluxed...or even graphical border/overlay that would make it easier to know when your shields are depleted, when they're recharging, and when you're taking shield damage. Right now, the main indicator is the glass shard sound effect...but if you're playing without sound you have to rely on just looking at your heath bar, whcih isn't as fun.
A lot of games have just a border effect that displays whenever your shields are getting hit, but there might be a way to do a full screen effect without making it take too much away from the gameplay.
7162 wp with a Repair Tool!
List of Legion Feedback Threads!
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Aker Ghaal
Dead Man's Game
127
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Posted - 2014.05.26 19:06:00 -
[237] - Quote
Ello Peanut!
I just wanted to chime in and say great work as of yet! It is pretty much the way I wanted to see you guys to proceed in terms of UI/HUD elements. Also cheers for the YouTube channel and the continued discussion and feedback you give us here in the community!
With that said, regarding a few points you have made considering racial HUDs/transitions and a few immersive UI elements. Could you guys over at the CCP give your points on my thread on UI elements, especially the idea of transitions and the removal of load times in between actions? LINK
Also start up sequences for dropsuits and vehicles would be a cool idea worth exploring. Check out this game for the xbox called Steel battalion and their startups. You might not need the startups to be as flashy as theirs but it would be nice idea for the removal of transitions: LINK
Whether or not you guys check it out I am happy just for the sake of the work your doing, I am interested in seeing more!
Keep up the good work!
Dust//HUD
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Joseph Ridgeson
WarRavens Final Resolution.
1916
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Posted - 2014.05.26 19:36:00 -
[238] - Quote
Iron Wolf Saber wrote: Immersion details is just the sprinkles on top of the ice cream not the fudge ribbon. I have to agree with IWS on this one. Having watched the video with the intense sun glare (thanks for sending those out; it is great to see that kind of stuff) I can say that it could be a pure detriment to the game if it is that intense. I think back not to games, like IWS did, but to movies. Effects like a slightly shaky image or blood/liquid hitting the camera can add great immersion to a scene in it being chaotic or frantic; it gives you the impression that you are there. However, when any effect is overdone it pushes it away from "Holy s*** this is frantic and intense" to "why the hell did they decide to do that?"
Some effects like light hitting the camera when the protagonist enters a room gives the idea that the audience is the protagonist if it is done via first person and done well. Now think of 2009's Star Trek with more lens flare and shiny surfaces than an overly lit Apple Store. Don't remember them? Here ya go!
Watching it in theater worked exactly like this. "Everything is shiny. Interesting." 30 minutes later. "Jesus, they really over did it." 30 minutes later. "Why did they do this?" At that moment, the audience is out of the experience because of an effect. Please be careful with any type of HUD effect. It is interesting when games can make you feel like it is you but going over the top hurts game play.
"This is B.S! This is B.S! I paid money! Cash money, dollars money, cash money!"
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CCP MC Peanut
C C P C C P Alliance
421
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Posted - 2014.05.27 01:06:00 -
[239] - Quote
Fox Gaden wrote:
You realize that if you do that, then you would have the option of projecting the grid onto the HUD so that solders would see the grids as an overlay on the live environment, just as the other blue and red items are overlays. (Might want to make this an optional feature that can be turned on or off.)
since reading your post, I now realize that, and agree--this is a very smart way of handling it. I also know that the terrain shader is already quite complex and may not have room to support another texture sampler (there some limits to how many texture samplers you can have in a shader). But it is definitely worth mentioning. I was thinking in the overview map we could use a lighter weight version of the terrain shader if we needed to. They have a lot of really cool fine details that would never be visible from the overview.
Bragoltur Valaruina wrote:Could you give the player an option (maybe on the tactical map) to view the map in orthographic or perspective mode? In orthographic you could overlay a 3D grid over the map with no warping. I personally think the radar/hopefully soon to be mini map, should always be orthographic. For those who might not know, "Orthographic projection (or orthogonal projection) is a means of representing a three-dimensional object in two dimensions." Via http://en.m.wikipedia.org/wiki/Orthographic_projection
You are right--this is another way to do it. I don't know if we can set the camera in game to be orthographic, but you can definitely set the editor cameras to be orthographic, so the functionality does exist. There may be a visual issue with an orthographic look, though. But if we can set it up in game I'd say it is worth a try. I'll bring this up when/if we tackle the overview map.
Aker Ghaal wrote:Ello Peanut!
I just wanted to chime in and say great work as of yet! It is pretty much the way I wanted to see you guys to proceed in terms of UI/HUD elements. Also cheers for the YouTube channel and the continued discussion and feedback you give us here in the community! With that said, regarding a few points you have made considering racial HUDs/transitions and a few immersive UI elements. Could you guys over at the CCP give your points on my thread on UI elements, especially the idea of transitions and the removal of load times in between actions? LINKAlso start up sequences for dropsuits and vehicles would be a cool idea worth exploring. Check out this game for the xbox called Steel battalion and their startups. You might not need the startups to be as flashy as theirs but it would be nice idea for the removal of transitions: LINKWatch all of the ones in the play list to get an idea of the variety of startups that could be possible.
Whether or not you guys check it out I am happy just for the sake of the work your doing, I am interested in seeing more! Keep up the good work!
I actually saw your images before--someone linked them earlier in this thread. Very cool. It is so exciting to see you guys contributing. Also a boot sequence is much easier to do now since we have more control on the content side. We can create matinee sequences and trigger them with kismet events. In fact, the fog effect prototype I did would be a good example of something we could play in the boot-up sequence (the video you see is actually controlled with a matinee sequence).
Joseph Ridgeson wrote: I have to agree with IWS on this one. Having watched the video with the intense sun glare (thanks for sending those out; it is great to see that kind of stuff) I can say that it could be a pure detriment to the game if it is that intense. I think back not to games, like IWS did, but to movies. Effects like a slightly shaky image or blood/liquid hitting the camera can add great immersion to a scene in it being chaotic or frantic; it gives you the impression that you are there. However, when any effect is overdone it pushes it away from "Holy s*** this is frantic and intense" to "why the hell did they decide to do that?"
Agreed--we do have to be careful about that. These effects are very much a game design call. Regarding extreme glares--we have some awareness of the pixels being rendering behind the HUD elements, so we could add some logic in there (in the shader), to say, make it darker when the background is super bright. I've only done a few experiments--it looks like it could work--there are a few ways to go about it actually, but it is a per pixel thing, so it can be a bit tricky to get an 'even' darkening
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Maken Tosch
DUST University Ivy League
8741
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Posted - 2014.06.04 18:55:00 -
[240] - Quote
Any updates so far, Peanut?
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
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