Pages: 1 2 3 4 5 6 7 8 [9] :: one page |
|
Author |
Thread Statistics | Show CCP posts - 44 post(s) |
Chesyre Armundsen
Thanes Of Dust
515
|
Posted - 2014.06.04 22:25:00 -
[241] - Quote
Just wanted to say keep up the great work everyone at CCP and in the community for the huge contribution to making Legion the next great step in immersive gaming.
Mihi gravato Deus - "Let God lay the burden on me!"
The Space Hippie
|
|
CCP MC Peanut
C C P C C P Alliance
449
|
Posted - 2014.06.05 00:06:00 -
[242] - Quote
Maken Tosch wrote:Any updates so far, Peanut?
Recently I have been more involved with the Starmap work so not a lot is happening related to the HUD. I've had a few conversations with the guys working on the Salvage stuff just so they are aware of the kinds of things we can do--I believe we will be able to do some cool things with the HUD here, but it is important they are aware of the way it works so they can expose the information in the right way for the HUD.
Outside of this I've been supporting CCP Photon as he works on integrating text rendering--this is a big next stuff for the 3D HUD--or 3D UI system. After this our goal is to implement a few 'simple' widgets in 3D, such as a label and text field. Currently we are using a lot of the work done on the Starmap as a guideline for how to 'organize' this. Although the difference is that the Starmap spawns every asset through code, where 3D UI elements will need to be able to be place by the artist. Although there could be a middle ground here, where the artist places sockets in a 'layout' and the UI system still spawns the appropriate actors at said sockets. This is very early thinking right now--still needs a few more conversations and maybe some experiments until we have a clearer picture. |
|
Maken Tosch
DUST University Ivy League
8743
|
Posted - 2014.06.05 00:12:00 -
[243] - Quote
CCP MC Peanut wrote:Maken Tosch wrote:Any updates so far, Peanut? Recently I have been more involved with the Starmap work so not a lot is happening related to the HUD. I've had a few conversations with the guys working on the Salvage stuff just so they are aware of the kinds of things we can do--I believe we will be able to do some cool things with the HUD here, but it is important they are aware of the way it works so they can expose the information in the right way for the HUD. Outside of this I've been supporting CCP Photon as he works on integrating text rendering--this is a big next stuff for the 3D HUD--or 3D UI system. After this our goal is to implement a few 'simple' widgets in 3D, such as a label and text field. Currently we are using a lot of the work done on the Starmap as a guideline for how to 'organize' this. Although the difference is that the Starmap spawns every asset through code, where 3D UI elements will need to be able to be place by the artist. Although there could be a middle ground here, where the artist places sockets in a 'layout' and the UI system still spawns the appropriate actors at said sockets. This is very early thinking right now--still needs a few more conversations and maybe some experiments until we have a clearer picture.
I see. have you considered the Sensor Overlay created by Team Five O or least making a Legion version of it as part of the 3D HUD in conjunction with Salvaging? I see this as something very helpful so maybe if you can get in touch with Team Five O to see if it's possible to bring this feature over that would be great.
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
|
|
CCP MC Peanut
C C P C C P Alliance
451
|
Posted - 2014.06.05 03:11:00 -
[244] - Quote
Maken Tosch wrote:CCP MC Peanut wrote:Maken Tosch wrote:Any updates so far, Peanut? Recently I have been more involved with the Starmap work so not a lot is happening related to the HUD. I've had a few conversations with the guys working on the Salvage stuff just so they are aware of the kinds of things we can do--I believe we will be able to do some cool things with the HUD here, but it is important they are aware of the way it works so they can expose the information in the right way for the HUD. Outside of this I've been supporting CCP Photon as he works on integrating text rendering--this is a big next stuff for the 3D HUD--or 3D UI system. After this our goal is to implement a few 'simple' widgets in 3D, such as a label and text field. Currently we are using a lot of the work done on the Starmap as a guideline for how to 'organize' this. Although the difference is that the Starmap spawns every asset through code, where 3D UI elements will need to be able to be place by the artist. Although there could be a middle ground here, where the artist places sockets in a 'layout' and the UI system still spawns the appropriate actors at said sockets. This is very early thinking right now--still needs a few more conversations and maybe some experiments until we have a clearer picture. I see. have you considered the Sensor Overlay created by Team Five O or least making a Legion version of it as part of the 3D HUD in conjunction with Salvaging? I see this as something very helpful so maybe if you can get in touch with Team Five O to see if it's possible to bring this feature over that would be great.
This is pretty cool and is definitely something we would want to look at incorporating if it fits with the design for the Salvage scanning mechanic. I know that this could be implemented as a 2D overlay, but it could also be done with rendering trickery. We could just create invisible meshes that are attached to other actors that should register on the scanner and then, on scan, make them visible(and render on top of everything). Then we don't really have any math to do. Also we could control the transparency based on distance if we wanted to account for a range of your scanner (and that range could vary). |
|
Maken Tosch
DUST University Ivy League
8745
|
Posted - 2014.06.05 03:57:00 -
[245] - Quote
CCP MC Peanut wrote:Maken Tosch wrote:CCP MC Peanut wrote:Maken Tosch wrote:Any updates so far, Peanut? Recently I have been more involved with the Starmap work so not a lot is happening related to the HUD. I've had a few conversations with the guys working on the Salvage stuff just so they are aware of the kinds of things we can do--I believe we will be able to do some cool things with the HUD here, but it is important they are aware of the way it works so they can expose the information in the right way for the HUD. Outside of this I've been supporting CCP Photon as he works on integrating text rendering--this is a big next stuff for the 3D HUD--or 3D UI system. After this our goal is to implement a few 'simple' widgets in 3D, such as a label and text field. Currently we are using a lot of the work done on the Starmap as a guideline for how to 'organize' this. Although the difference is that the Starmap spawns every asset through code, where 3D UI elements will need to be able to be place by the artist. Although there could be a middle ground here, where the artist places sockets in a 'layout' and the UI system still spawns the appropriate actors at said sockets. This is very early thinking right now--still needs a few more conversations and maybe some experiments until we have a clearer picture. I see. have you considered the Sensor Overlay created by Team Five O or least making a Legion version of it as part of the 3D HUD in conjunction with Salvaging? I see this as something very helpful so maybe if you can get in touch with Team Five O to see if it's possible to bring this feature over that would be great. This is pretty cool and is definitely something we would want to look at incorporating if it fits with the design for the Salvage scanning mechanic. I know that this could be implemented as a 2D overlay, but it could also be done with rendering trickery. We could just create invisible meshes that are attached to other actors that should register on the scanner and then, on scan, make them visible(and render on top of everything). Then we don't really have any math to do. Also we could control the transparency based on distance if we wanted to account for a range of your scanner (and that range could vary).
Glad to know that you like it.
I like it also as I am a dedicated Eve player. I can also imagine how useful the sensor overlay might be for expanding on the New Player Experience and help guide those new players for the first part of their arrival to New Eden.
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
|
Ku Shala
The Generals General Tso's Alliance
941
|
Posted - 2014.06.05 16:36:00 -
[246] - Quote
will the mini map include any kind of cordinates xy style to pin point your location?
-¦a+ó a+ú-Æa+äla+ä
Closed Beta ¦¦V¦¦e¦¦t ¦¦ H8R
Caldari Loyalist
|
Natu Nobilis
DUST BRASIL S.A Dark Taboo
544
|
Posted - 2014.06.19 04:31:00 -
[247] - Quote
CCP MC Peanut, are you still with us? |
Oceltot Mortalis
8
|
Posted - 2014.06.24 16:19:00 -
[248] - Quote
I have some ideas about stylizing the HUD, some have been mentioned, some are a little off the wall, but just trying to get this forum thread rolling again!
-Stylized HUD based on faction of Dropsuit being used (duh) -Different animations for ammo consumption based on plasma, laser, rail, and projectile. -HUD will start to glow hot/get steamy when weapon begins to over heat. (Don't care to look at the tiny bar in the middle of a firefight!) -Cloaking removes HUD when activated (little nerf to the scout not being able to use scans) -Fields of view being different for the classes of suit (AKA Heavies have tunnel vision, scouts have full view. **not even really sure about this one myself, but getting it out on the table**) -just for fun, adding a start up/boot-up initialization animation when you first spawn (like the Iron man suit)
that's all I got for now, come back to us CCP MC Peanut!!!
In life, I have this to regret. That too often, when I acquired ISK, I did not have enough of it.
-everyone in EVE, ever
|
Maken Tosch
DUST University Ivy League
8844
|
Posted - 2014.07.04 18:43:00 -
[249] - Quote
BOO!
Did I scare you with the bump? Good. :)
@CCP MC Peanut
Can you please tell the rest of your team to not do this again?
https://plus.google.com/u/0/117844085254813917843/posts/4wqmtYMz5af
Thank you.
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
|
501st Headstrong
G0DS AM0NG MEN General Tso's Alliance
230
|
Posted - 2014.07.04 22:12:00 -
[250] - Quote
Keeping this thread alive...
We could very well do away with many cluttering icons in exchange for animations.
For example, get rid of the overheat bar, and make it where a weapon about to overheat slowly makes it harder to see on your screen. If the Scrambler overheats for example, your gun flashes violently, blinding you. You are unblended when your gun in no longer seized, as users don't need to see their gun seize and their enemy blasting them away.
For ammo, have the reading either on the side of the gun as in Ghost Recon Future Soldier, or actually as a reader on the gun, as in (This game is only used for reference, I hate it) Aliens: Colonial Marines.
The HUD should also be using icons. The Warbarge Strike should be a reading that lights up, and STAYS lit up. Squad Leads often miss its appearance in the midst of battle, and I swear sometimes I've gotten one and the reading never appears. The middle of the screen should be free to see hostiles, as well as the sides, and the icons hopefully could be placed on a grid like outline, similar to how Windows allows you to move shortcuts.
It'd be extremely cool as well if icons on our screen could almost be submenus, similar to the Iron Man Suit. When Tony looks or thinks of an icon, it activates. If the Warbarge Strike becomes available, it should pulse in the corner of your screen where it is. You double-tap( to avoid accidental presses) a single key if using a mouse/keyboard, and it drags you into the map screen, where a fine click can decimate your enemies.
Legion needs to be seamless. Movement-Combat-Teamwork/Tactics= Immersion, and the more flawless elements work together, the more I can get into Legion
:)
From the Clone Wars I came. Here, I am a man among tamed beasts, and a god...among men.- 501st Headstrong.
|
|
CommanderBolt
ACME SPECIAL FORCES RISE of LEGION
1260
|
Posted - 2014.07.09 18:11:00 -
[251] - Quote
Just because someone mentioned field of view... for the love of god CCP please increase the field of view or at least allow us to select our preference when it comes to field of view.
A simple slider bar ranging from say 70Deg. to like 100/110 Degrees would be awesome. Thanks :)
MY LIFE FOR AIUR! Protoss
You gonna' give me orders? Terran
"Cat got your tongue? Zerg Queen of Blades.
|
Ansiiis The Trustworthy
Legio DXIV
1408
|
Posted - 2014.07.10 21:57:00 -
[252] - Quote
why are the vids down?
My build
|
Maken Tosch
DUST University Ivy League
8859
|
Posted - 2014.07.11 03:37:00 -
[253] - Quote
CommanderBolt wrote:Just because someone mentioned field of view... for the love of god CCP please increase the field of view or at least allow us to select our preference when it comes to field of view.
A simple slider bar ranging from say 70Deg. to like 100/110 Degrees would be awesome. Thanks :)
Yes please.
This is highly important especially for us ninja knifers who have to constantly deal with tunnel vision in Dust. I have brought this issue up countless times before and I will bring it up again if I have to.
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
|
501st Headstrong
G0DS AM0NG MEN General Tso's Alliance
255
|
Posted - 2014.07.11 03:44:00 -
[254] - Quote
Peanut is busy y'all most likely. i'M digging that field of vision idea, humans can see far more than 60 degrees, our futuristic drop suit should not see that narrow. Since we are having BPOs of suits, perhaps we could have different versions with different features. For example, one turns faster, but has only a small field of view
Another suit can make you see behind you if you press a certain key, but it turns very slowly, so you have to be preemptive.
Just some thoughts
From the Clone Wars I came. Here, I am a man among tamed beasts, and a god...among men.- 501st Headstrong.
|
Arkena Wyrnspire
Fatal Absolution
16866
|
Posted - 2014.08.13 10:41:00 -
[255] - Quote
Lord Peanut! How's it going?
You have long since made your choice. What you make now is a mistake.
Enlist in XCOM
|
Maken Tosch
DUST University Ivy League
9069
|
Posted - 2014.08.15 14:12:00 -
[256] - Quote
Arkena Wyrnspire wrote:Lord Peanut! How's it going?
He's very much likely to be busy. I actually prefer that he focuses on Legion for the time being.
On Twitter: @HilmarVeigar #greenlightlegion #dust514 players are waiting.
|
Auris Lionesse
Kang Lo Directorate Gallente Federation
954
|
Posted - 2014.09.02 03:46:00 -
[257] - Quote
can we have the ability to customize the color of the hud like windows in eve on a suit to suit basis. not racial, but a color mixer. black, orange, green, blue, red, white. Anything.
also being able to select and deselect what you want shown. you can remove radar on a class with low range if you feel you dont need it would be nice. or remove ammo counter from a fit with a scrambler rifle if you know you reload before you run out of ammo on a clip and little things like that.
Don't vote for iron wolf saber.
Vote for someone who will help the community i.e. anyone else.
|
|
|
|
Pages: 1 2 3 4 5 6 7 8 [9] :: one page |
First page | Previous page | Next page | Last page |