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Issue 1: HUD Design
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Project Member Reported by roboj...@gmail.com, Jan 17, 2010
Hud design. We need a good one. Current svn build is with dials in the 
corners, but I'm open to all sorts of suggestions.
Jan 17, 2010
Project Member #1 roboj...@gmail.com
Really don't care who designs one. The more designs, the better.  I'll choose the best 
one and make it work.
Owner: Techercizer
Cc: robojoos CadetBailey Lift_...@yahoo.com
Labels: -Type-Feature -Priority-Medium Type-Enhancement Priority-Critical
Jan 17, 2010
Project Member #2 roboj...@gmail.com
This is the most current hud. Left is laser charge, right is boost charge.
current_hud.png
825 KB   View   Download
Jan 17, 2010
Project Member #5 Techerci...@gmail.com
I assume this is the 3rd person HUD, and not 1st? While I don't know if it would
work, I'm interested in a GUI similar to the series'. It gives a lot of information,
nicely centers on the view area, and is easy to read out of the corner of your eye,
all while giving a clear view.

I think that someone out there, if not most players, would appreciate at least having
the option of an artificial horizon and altimeter in an intuitive position.

Jan 17, 2010
Project Member #6 roboj...@gmail.com
there is an artificial horizon. it's centered around the player.  The outer 
ring stays relative to the world always, while the inner ring rotates with the player.
Jan 17, 2010
Project Member #7 roboj...@gmail.com
Additional notes of what I require:

Trapar levels bars (possibly a slightly larger ring around one of the others). It's 
cool if it has like different fluctuating values like one of the ones I vaguely 
remember in the anime.

Off/on trapar notification
Incoming missiles notification
Lock notification (for when you've locked onto someone else)
Health level

Better designed  scoreboard/connection status (also affects the player name labels 
and location labels cause they're all using the unity gui)


If you want, post a color pallet that you think would look best too.

We're not going to have a first person view. is a bad idea I think.
Jan 17, 2010
Project Member #8 Techerci...@gmail.com
I assume you want screenshots or photoshop images? If you're looking for an actual
version, you'll need to get it from someone who doesn't suck at Unity as much as I do.

Trapar gauge: There's something nautilus-esque on the Gecko nav screen we could get
some ideas from; the Military Izumo has an equalizer(?) style one as well. I'll look
around tomorrow for some trapar detection shots.

Off/on notification? We could do that, but wouldn't it be obvious?

Incoming missiles: I was thinking that since missiles are boxed, we could just have
arrows pointing in their direction if they're off screen, in addition to noise.

Lock notification: Color change, maybe?

Health Level: I'm drawing a blank on this one.

You've still got one of my LFO GUI shots on the forums/in my photobucket if you're
interested
Jan 18, 2010
Project Member #10 CadetBai...@gmail.com
am i seriously going to get emails every time you faggots post a new argument about
gay stuff
Jan 18, 2010
Project Member #11 roboj...@gmail.com
removing doug from cc list cause of his bitching.  CRY SOME MORE
Cc: -CadetBailey
Jan 18, 2010
Project Member #12 roboj...@gmail.com
Those display samples are nice, but could you actually come up with something? just 
photoshop some parts together or something on top of a screenshot of the game.
Jan 19, 2010
Project Member #13 srpli...@gmail.com
Im really Likeing the 4th link you posted. If i get a chance maybe I will make up
something from it. 
Jan 19, 2010
Project Member #14 Techerci...@gmail.com
I'll pull something together using the Gecko gauge tonight. I'm not exactly sure
where it will go, but I've got a good idea on how it would work.

Also, tink: "I" before "E", except after "C".
Jan 19, 2010
Project Member #15 Techerci...@gmail.com
On an unrelated note: If you guys had to have a symmetrical screen with numerical
speed value on one side, and numerical altitude in the exact opposite place, which
would you have on which side?
Jan 19, 2010
Project Member #16 roboj...@gmail.com
Probably speed left, altitude right.
Jan 19, 2010
Project Member #17 roboj...@gmail.com
(No comment was entered for this change.)
Labels: Milestone-ImStillAlive
Jan 19, 2010
Project Member #18 Techerci...@gmail.com
http://i48.photobucket.com/albums/f249/Techercizer/GUI1.png

The best I can do without svn access to take a screenshot of the current GUI.

Want to drop in and help me fix it?
Jan 20, 2010
Project Member #19 srpli...@gmail.com
for now howa bout you cut out the three circular displays at the bottom for me? I can
make Hi res versions in illustrator and then we can ad them to the Hud. If you cut
them out for me, I can re work them easier. 
Jan 20, 2010
Project Member #20 roboj...@gmail.com
The current bottom displays in the hud are actually made in blender, then I render
them out orthographically. It also allows me to make a whole bunch of images so that
those moving level values appear to increase/decrease smoothly
Jan 20, 2010
Project Member #21 Techerci...@gmail.com
I saved the circular display at the bottom in its unmerged form just in case you guys
wanted a copy; I can upload it tonight when I get home.
Jan 20, 2010
Project Member #22 srpli...@gmail.com
Cerebrate what kind of files do you use to make the hud? like can they be images? for
instance If i made something in photoshop could you use it as a bitmap or Jpeg>
Jan 20, 2010
Project Member #23 roboj...@gmail.com
I make them in blender, so it's actually 3d (but rendered orthographically, so it
looks flat). It's kind of easier actually to make them in a 3d app. This also lets me
animate the moving bars, and then I just render them out as an image sequence (that
way I don't have to go and make each new bar for each level).

Truthfully you COULD make the non-moving parts in photoshop. What will probably
happen is you make them, then I make something very similar in blender.
Jan 21, 2010
Project Member #25 Techerci...@gmail.com
http://i48.photobucket.com/albums/f249/Techercizer/Gauge1.png
http://i48.photobucket.com/albums/f249/Techercizer/Gauge2.png

What ever happened to the forums and IRC? I guess the email alerts from this are
pretty useful...

Jan 24, 2010
Project Member #26 roboj...@gmail.com
Just a good "base" image to use for hud mockups.
hud_mockup_base.png
732 KB   View   Download
Jan 25, 2010
Project Member #27 Techerci...@gmail.com
Computer broke. I'll be out of action for a week.
Jan 27, 2010
Project Member #28 srpli...@gmail.com
1: the ring is the number of charges left in the clip, it depleats from top to
bottom, when its completely depleted you get the flashing reloading display (number
4) Along with a timer next to it telling you how long its going to take, it counts
down. other weapons can have different reload times.

2: This little bar can be for Boost, it can be longer if you like.

3: This is somewhat a radar that shows you from what direction locked on projectiles
are coming from.

4: is the reloading thing, it should flash.

5: This is your health or "Armor" The circular bar depletes along with a numerical
read out in the middle.

6: same deal as number 2 but its missing the "Boost" bar. It gets the reloading thing
during reload as well. 

7: This little part would be perfect for a horizon indicator, it could rotate with
the players roll. 

Also there's weapon tittles and ammo counts next to the weapon displays, im sure you
noticed them. Im still working on it, but this is how far I got, any comments?
hud_mockup_base copy.jpg
418 KB   View   Download
hud_mockup_base key.jpg
438 KB   View   Download
Jan 27, 2010
Project Member #29 Techerci...@gmail.com
Oh wow Cer, that looks really, really nice. It comes across as authentic and
informative without being obtrusive.

Of course we can shift some of that around and clean it up a bit in further
development, but I'm still impressed.
Jan 27, 2010
Project Member #30 roboj...@gmail.com
I like it, but what if I flipped the outside pieces around, so that the long bottom 
actually ends at the screen end, rather than going towards the middle?

I also might make it a bit smaller. that seems a tad large.

What font is that?
Jan 27, 2010
Project Member #31 roboj...@gmail.com
eh. I just did a font search, and it looks like it's OCR A Medium
Jan 27, 2010
Project Member #32 Techerci...@gmail.com
What measures Trapar values in that? That was the original reason we searched out
those gauges.
Jan 28, 2010
Project Member #33 srpli...@gmail.com
Cerebrate dont go working on it just yet, im still not finished with it, theres a few
things I still want to add. Flipping the peices may work, Ill have to see it first
tho, it may look bad having part of the hud just going off screen, dunno.  I messed
with the size in the first place and setteld on this, but I will look at it again
since you mentioned it.

Edit: Something like this maybe? I like the size this way too, and its not too small
to read the text. However this gets rid of the flipping of the guages because they
will no longer go off screen. and yes the font is OCR A Std
hud_mockup_base2.jpg
368 KB   View   Download
Jan 28, 2010
Project Member #34 srpli...@gmail.com
Oh I also wanted to ask you, can you animate the Hud in? like certain things flicker
in and light up and fill up when the LFO is being let off the Gekko?
Jan 28, 2010
Project Member #35 Techerci...@gmail.com
Holy crap tink, you made that? I thought it was Cer. Nice.

Also: Trapar gauge?
Jan 28, 2010
Project Member #37 roboj...@gmail.com
Yeah, I could animate the hud flickering in. I'll probably do something similar when
you die. 

I already made a bunch of stuff, and put it on the
svn. Svn update to see. it's sized a bit differently currently, but yeah.

Jan 28, 2010
Project Member #38 roboj...@gmail.com
made stuff more transparent. Also, the center circle has faded off edges. Radar is up 
and working, only shows missiles targeted for you, didn't know if you wanted more in 
it. Update to tell me what you think on transparency. I still need to flip parts of the 
hud around and position it more like your design.
Jan 29, 2010
Project Member #40 Techerci...@gmail.com
I've got a ton of stuff to discuss with you in IRC when you get the chance Cer.
Shifting gears: I don't think missile count should be represented by a nautilus; a
simple count would probably work fine.

Jan 29, 2010
Project Member #41 roboj...@gmail.com
not getting a chance until later tonight. like around 11 MST.
Jan 29, 2010
Project Member #42 Techerci...@gmail.com
Just played the demo for the first time in ages, and WOW. Fucking WOW. Cerebrate, you
have done a damn good job on the LFO animations, and just everything in general.

Tink, that's a damn sexy HUD.

I like how the physics impacts were introduced, but hitting Skyfish should not cause
damage. Also, I assume we're going to move away from a 100 hitpoint system before the
release?

I can help you skin those skyfish better if you want, Cer.
Feb 2, 2010
Project Member #43 Techerci...@gmail.com
Hey, I've got a list of ideas I'd like to just throw out there, and I've probably got
more coming on the way. It's probably not smart to discuss this on the public forums,
and since you guys don't want to let me post privately there, I was wondering if I
should just create an idea "issue" here?
Feb 2, 2010
Project Member #44 roboj...@gmail.com
Or make a new wiki page.
Feb 3, 2010
Project Member #45 Techerci...@gmail.com
Does that have some sort of an alert system? It's always easier for me to respond
quickly when I get emails on these things.
Mar 11, 2010
Project Member #46 srpli...@gmail.com
Geez i dont read these things enough, Tech i saw you were looking for a trapar guage?
there isnt one since theres no trapar at the moment.

just got on here for a quick update, A buddy of mine is looking at the HUD and seeing
if he can make it a bit more sexy, he likes making huds and his past work is great. I
will keep u updated.
Mar 11, 2010
Project Member #47 Techerci...@gmail.com
Wasn't me tink; cer was listing shots he wanted, and I was questioning the use of a
gauge as you are.

Good news on the HUD, but is this guy talking with cer? He's our head coder and he's
done most of the design to-date; he should have a good idea of what we need and how
we need it from a game-design standpoint.
Mar 11, 2010
Project Member #48 roboj...@gmail.com
I can also just base the hud design off of what he comes up with.
Mar 23, 2010
Project Member #49 srpli...@gmail.com
Heres that hud I was talking about, I need to get a labeled one thats a bit bigger,
but this is just his first concept anyway. 

and no tech hes not talking to cerebrate. I came up with these concepts years ago so
i have no problem conveying what we need to people. honestly seeing as we already
have a functioning hud, its common knowledge what we need and what not.

anywho this is his first concept, i believe the trapar gauge is on the bottom left,
health is the circle thing in the middle, weapons are the bars under the health..I
think thats all i know  about it, like i said i need to get a labeled final from him
when he is done, feedback if you gots it.
CONCEPT 1(2).jpg
31.1 KB   View   Download
Mar 23, 2010
Project Member #50 Techerci...@gmail.com
Pretty nice design, though I'm still puzzled about the usefulness of a trapar gauge.
 Could those horizontal altimeter bars be arranged into a circular element, or
something along those lines?
BareHUD[1].png
274 KB   View   Download
Mar 23, 2010
Project Member #51 roboj...@gmail.com
I need the following: 
incoming missiles notification window
locked notification window
special charged notification window
Mar 23, 2010
Project Member #52 Techerci...@gmail.com
Locked notification could be visible as a color-change on the reticule to save screen
space, and homing missiles could just show up boxed on-screen, or as red arrows
pointing in their direction if off-screen.

Just ideas.
Mar 23, 2010
Project Member #53 Torchl...@gmail.com
that...plink.....looks like shit...i'm sorry but it does. it doesn't even look like
its from the E7 universe either. it's taking up a good 1/3 of the screen which is
just stupid, nothing is very clear on it either. 

in conclusion.....it sucks, and what we have now is already 10x better.
Mar 23, 2010
Project Member #54 Techerci...@gmail.com
I'm sorry Torch beat me to it, but I came back in here to say something pretty
similar. I didn't want to say anything earlier after you told me to let you handle it
because you've been the leader for a long time, you started this thing, and I respect
that. I do have to note, however, that having the GUI designed by someone who doesn't
know what we need is a completely stupid move. 

Cerebrate and I, and probably even Torchling, have spent hours thinking out possible
GUI looks together, merging Eureka Seven inspiration with Lift functionality and
sleek minimalism. The GUI you linked above looks like it's the product of someone who
is very talented and has no god damn idea what he's making. 

Why do we have a god damn time-sensitive waveform graph for trapar values? I don't
even really see a reason to have a trapar gauge, but even the most complicated
scenario I know of, the actual instruments they use in the real anime to fly a damn
ship that depends on the stuff to stay afloat, just uses a damn bar gauge, because
that's all the information they need!

Why has health stayed a giant circle (which only originally existed to visually
compliment the weapon gauges in the old GUI), and weapons shrunk down to small bars?
Are we really going to squeeze the names in that small a space, and monitor ammo
counts on top of that? There's so much space dedicated to a rarely-checked stat like
health, but even though people are constantly using, regenerating, and managing their
weapon charge and equipment, they take up about 1/4 of the total space of the massive
health gauge.

The altimeter honestly looks like something copied right out of a shitty
jet-simulator clone, and gives a ridiculously linear feel to the GUI. The whole thing
has so many damn edges it makes me wonder if I'm surfing the sky freely or coming in
to bomb a pin-sized objective at 800mph.

Not only does the whole thing feel awkward and uncomfortable, it also has virtually
no inspiration or information from the source. For a mod that's based entirely around
taking the fun LFO battles from Eureka Seven and making them into enjoyable gameplay,
there really seems to be little E7 in the GUI players will spend 2/3 of the game
staring at. Even the old GUI, which was pretty ramshackle and patchwork, was cut
together with keeping an E7 feel (even though in my personal opinion, using gauges
from the Gekko does little to create the feeling of an LFO cockpit) in mind.

Long story short, I should have pressed the issue earlier, because letting a talented
artist with no experience or direction that relates to our source material design a
GUI instead of simply taking the opportunity to introduce him to some of the people
that have spend cumulative months or even years studying the E7 universe just isn't a
smart call.

I apologize if I offended or came off as hostile, it wasn't my intent or desire. I've
been holding in these thoughts for a while, and that's never healthy

Also, fuck you Torch for stealing my moment. =P
Mar 24, 2010
Project Member #55 srpli...@gmail.com
You two seem to have the wrong idea. I honestly agree with the both of you, Cerebrate
too, even though i believe your rant was completely unnecessary tech, lets try to
keep that to a minimum.

The entire purpose for this is to get ideas for us to build on. For instance this hud
does not fit the feel we are looking for, but it has inspired a handfull of ideas. Me
and Cer went over it for a bit this afternoon.My friend loves making huds and will
continue to spit them out as long as we need them. 

This is also a reason for me not giving everyone his E-mail and telling you to send
him all your ideas, he prolly doesnt care :) hes just gonna do what he wants and we
will take what we need. What he does have is a list of things that need to be in it
and a crap load of images from E7. Along with my input on the subject he has more
than enough to come up with some things.

in short, we can take his talent and warp it to make our own stuff..we already
started, this hud has some interesting features that we can use. Now everyone step
back....take a deep breath..and.....idk i have nothing to finish that with.
Mar 24, 2010
Project Member #56 Techerci...@gmail.com
Heh, in retrospect, that does seem like it was a tad excessive. Sorry about that
tink; it's never healthy to hold that stuff in. Even though it was a bit more charged
than I would have liked, I think I addressed some major concerns with the current
design in it. 

Are you sure he's got an idea of the feel we're going for? It's not that I don't take
your word for it, but the first draft he spit out seems pretty foreign.
Mar 24, 2010
Project Member #57 srpli...@gmail.com
He has what he as a designer needs to work on this, for this first one here he did
not have any references, now he does so there will most likely be a big change in his
work.  Even if there isnt tho, we will still get something that we can work with.
Apr 2, 2010
Project Member #58 roboj...@gmail.com
(No comment was entered for this change.)
Status: Started
Owner: Lift_...@yahoo.com
Cc: Techercizer
Labels: -Priority-Critical -Milestone-ImStillAlive Priority-Medium Milestone-Release1.0 Component-UI

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