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Tzunami: GPL Quake Client Development

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  • Actually I was just visualizing a low on health scheme.
    It would be sweet if the music stopped... the gunshots and everything were short but more pronounced, and faded out quickly like BLAaaa-am sort of echoey like shot in a hallway (tunnel vision for the ears). The scene could get much sharper and in focus (more saturated?) and there could be a slight bob. So its kind of like your heart stopped and you're keenly aware of everything...the player will know right away that they are almost dead.

    I am pretty sure there are games that do this.
    Its like the heart beat thing, minus the annoying heart beat and pulsing red screen and bloodshot overlay.
    Gnounc's Project Graveyard Gnounc's git repo

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    • Originally posted by bFeared View Post
      Alright, here's my try at the hud.

      It's modern and reminds me much of Halo, will definitively need tweaks.
      But my main goal was to make a hud that was easy to tell whats going on without having to look in several different corners of your screen for information. (many games do this, very annoying)

      http://i34.tinypic.com/n3qfl5.jpg

      Tell me what you think.
      I don't want to look at the top of the screen (and focus away from killing thy enemies). I like the idea of keeping focused in the middle of the screen.

      If any of you guys get my supporting 2D graphics to implement any of this ideas plus a screenshot as an implementation blueprint, I'll do the engine code in a "heartbeat" (hehe, *bad joke*). Plus or minus any questions I have to ask of MH, Spike, R00k or metslime to implement it, hehe (I'm kidding slightly ... my 2D OpenGL is solid, if imperfect).
      Quakeone.com - Being exactly one-half good and one-half evil has advantages. When a portal opens to the antimatter universe, my opposite is just me with a goatee.

      So while you guys all have to fight your anti-matter counterparts, me and my evil twin will be drinking a beer laughing at you guys ...

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      • Okey, I agree on the crosshair and icons.

        I'll make over hud when i get back home. So in the end we came up with pretty much generic hud design and extra effects heh

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        • Originally posted by gnounc View Post
          Actually I was just visualizing a low on health scheme.
          It would be sweet if the music stopped... the gunshots and everything were short but more pronounced, and faded out quickly like BLAaaa-am sort of echoey like shot in a hallway (tunnel vision for the ears). The scene could get much sharper and in focus (more saturated?) and there could be a slight bob. So its kind of like your heart stopped and you're keenly aware of everything...the player will know right away that they are almost dead.
          I think that's the RMQ's approach of low health behaviour, with the player going mad under 10 HP. The idea looks very cinematographic to me. I like it, but I took the total opposite direction. The closer your are from dying, the harder you move and your vision becomes totally blurry. You can't just run and escape. Every action must be anticipated, you need to manage everything: health, ammo, movements, environment. If you miss something, you're dead. I found the game very intense like that.
          engine: quore.free.fr

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          • Who would use a client that blurs his vision?!
            dfsp*spirit
            my FPS maps

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            • Originally posted by dfsp_spirit View Post
              Who would use a client that blurs his vision?!
              Seconded.

              Also, I don't understand this obsession with cramming everything around the crosshair. Do you keep all your real life possessions inside of a single box in the middle of your living room?
              sigpic

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              • I think in singleplayer, blurring the vision is perfectly acceptable. I like how monsters slap your view around in Doom3 when they hit you, for instance. Of course in multiplayer, I agree that blurred vision would suck.
                Scout's Journey
                Rune of Earth Magic

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                • Originally posted by dfsp_spirit View Post
                  Who would use a client that blurs his vision?!
                  Believe it or not, it's now difficult to me to play the regular Quake, and I'm not a masochist, I promise. Having a health impact on the gameplay changes radically how you perceive the danger. It goes slower, but it's much more immersive. After all, if gaming was just a question of aim, then everyone would play Tetris.

                  Take your reasoning to the extreme, who would use a client that let you die ? Doesn't it sound like totally unfair ?
                  engine: quore.free.fr

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                  • Ya agree, in singleplayer hurtblur just adds to the depth of the game, but in multiplayer its annoying. I have deathblur enable in my cfg, so from my pov of me dying and falling to the ground, the view blurs to a red tint. I also have damage shells enabled that encases my view-weapon with an orange plasma effect; sometimes i dont hear my own pain sounds. Probably not much different than your pov moving (kickpitch) away from the direction your being hit from. But that's really annoying
                    www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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                    • Originally posted by R00k View Post
                      Ya agree, in singleplayer hurtblur just adds to the depth of the game, but in multiplayer its annoying. I have deathblur enable in my cfg, so from my pov of me dying and falling to the ground, the view blurs to a red tint. I also have damage shells enabled that encases my view-weapon with an orange plasma effect; sometimes i dont hear my own pain sounds. Probably not much different than your pov moving (kickpitch) away from the direction your being hit from. But that's really annoying
                      I try to keep those effects disabled in multiplayer, there's real no point in being hurt more than others, but may be one day I'll run my own server and get you all to play my rules

                      Thanks for the feedback on the kickpitch, should be tunable from a menu.
                      engine: quore.free.fr

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                      • Originally posted by Baker View Post
                        I don't want to look at the top of the screen (and focus away from killing thy enemies). I like the idea of keeping focused in the middle of the screen.

                        If any of you guys get my supporting 2D graphics to implement any of this ideas plus a screenshot as an implementation blueprint, I'll do the engine code in a "heartbeat" (hehe, *bad joke*). Plus or minus any questions I have to ask of MH, Spike, R00k or metslime to implement it, hehe (I'm kidding slightly ... my 2D OpenGL is solid, if imperfect).
                        I can understand that.

                        How about this?
                        The health and armor is on the crosshair, for ammo I could possibly make another (thinner) ring around the crosshair.

                        Tell me what you guys think (so far).

                        Comment


                        • Originally posted by bFeared View Post

                          Tell me what you guys think (so far).

                          Looks good, though the blob in the middle needs to be a bit more transparent? And maybe the bars at the side a bit less square around the edges? something like this:

                          ( + )

                          Comment


                          • Originally posted by Skutarth View Post
                            Do you keep all your real life possessions inside of a single box in the middle of your living room?
                            hmm, well that would make everything easier to find........

                            Comment


                            • Originally posted by blw435 View Post
                              Looks good, though the blob in the middle needs to be a bit more transparent? And maybe the bars at the side a bit less square around the edges? something like this:

                              ( + )

                              Comment


                              • Originally posted by bFeared View Post
                                I can understand that.

                                How about this?
                                The health and armor is on the crosshair, for ammo I could possibly make another (thinner) ring around the crosshair.

                                Tell me what you guys think (so far).
                                Nice, clean and concise. The ammo could be an underscore line that gets smaller from right to left. And, actually a top line could be used for something like a 30 second counter for powerup possession, and decreasing every second to tell you the duration of quad ownership etc...
                                www.quakeone.com/qrack | www.quakeone.com/cax| http://en.twitch.tv/sputnikutah

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