Halo alike hud and watch are awsome if u got a badass modeler on board...
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Tzunami: GPL Quake Client Development
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okey, i tried some of my earlier concepts and they were weak...
Here is an example of the first one i actually like:
Transparent circle in the middle can be used for ammo display or face, red thing around is obviously health bar, cubes around hp stand for armor.
Left side: cube in the middle displays current weapon the ones around - available weapons.
Also it would be cool to implement the sounds of that hearth bpm measuring device they got in hospitals (ekg?) for hp info,
also blood splaters across the screen and glass cracks would be nice. I loved that cracked hud in fear2 after been killed...
v2 colors and materials will change its just a previewLast edited by d1554573r; 08-07-2010, 07:44 AM.
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Originally posted by metchsteekle View Postit also has a b-movie story line, almost a one liner
@d1554573r I'll take a stab at the HUD. Are you aiming for something modern or more towards quake style?
If you don't mind, anyways.
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For any HUD attempts to get engine coded for demonstration purposes, a mock screenshot with the HUD elements overlayed onto Quake screenshot needs to be made so I or someone else knows how to code it:
^^ You can use that screen shot with no HUD elements displaying as an example, if you wish.
As an example:
Last edited by Baker; 08-07-2010, 04:44 PM.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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Originally posted by d1554573r View Postokey, i tried some of my earlier concepts and they were weak...
Here is an example of the first one i actually like: ...
Yeah, I need you to post a mock-up.
(Heartbeats ... could be done as an option ... there are GPL sounds for just such a feature floating around out there.)
@d1554573r I'll take a stab at the HUD. Are you aiming for something modern or more towards quake style?
If you don't mind, anyways.
I'd say the challenge of making a quality new age HUD is probably a 9 of 10. High ideas are easier to have in the head than translate to a high quality experience ... I bet even a successful HUD idea that works well might require as many as 25 tweaks to get it "right".Last edited by Baker; 08-07-2010, 06:45 PM.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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the bars could be done in the engine with opengl routines an no media required. Even with numerical values printed at the end
[75=========]
[30=====]
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Originally posted by d1554573r View Postengine: quore.free.fr
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Originally posted by blw435 View PostI've always thought the Halflife 2 HUD was very tidy:
http://static.computergames.ro/cg/as...sodetwo112.jpg
Basic, but still effective.
Also note the health and ammo levels are shown around the crosshair.engine: quore.free.fr
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I'm thinking about intelligent hud, that displays the currently needed info, like when You are in a fight the circle shows hp and ammo, when You rnt it would show mini-map or something else.
Tbh making hud turned out way harder then i initially expected.
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Originally posted by d1554573r View PostI'm thinking about intelligent hud, that displays the currently needed info, like when You are in a fight the circle shows hp and ammo, when You rnt it would show mini-map or something else.
IT LIVES! http://directq.blogspot.com/
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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.
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Originally posted by mhquake View PostThat's quite a neat idea. I'd wonder though if, during a busy game, the constant HUD changing would get distracting or annoying.
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weapon in hand could be a different crosshair for each weapon.
combination of events that allow the player the information about his/her current state, smart hud, shud or w/e we will call it from now on.
About available weapons they could be displayed only at the moment You switch weapons. You dont need this info all the time after all.
Concept:
Last edited by d1554573r; 08-09-2010, 03:19 AM.
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I'd like just a number showing total ammo for currently selected weapon.
You know which weapons you have, You know what kind of ammo they take so showing the icons is stupid. If the mod or whatever has reload, you should be counting your shots anyways. I know what you're thinking, did i fire seven shots or six?
Also if its a mod, they can have their own specially designed hud if they think something
like that is important.
You dont need an icon or anything saying what kind of weapon it is either..its in your damned hand, just look.
What rune you have could be important in runequake and the like, i would look for a way to display 4 states (if not the runes themselves)
Armor could be a glove on the charactor model. Since the armor is color coded you would have a green yellow and red hand for each v_weap.
maybe a qc patch to change skin based on damage, adding cracks to the armor.
or simpler, just have it yellow when you have armor, and brown when you dont.
if you have a decent idea of how much damage you're taking (which you should) it wont
be a big issue.
Health could just be the color or faintness of your reticle...but i hate crosshairs.
Then again i really liked halo 1's hud all around it was great crosshairs included.
Really the more subtle the better, the more the player has to rely on internally keeping track of stuff like damage received and actually knowing the game by feel, the better that player will be. It should be intuition mostly, you really only need to know when shits about to blow up. Screen should get red, blood trails could start, gun goes click etc. If everythings fine theres really no need for all that info, except the player DOES need SOMETHING to look at, just to not feel abandoned. But they really dont need all the clutter most games hand out.
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