| Issue 1: | HUD Design | |
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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
This is the most current hud. Left is laser charge, right is boost charge.
Jan 17, 2010
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
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
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
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
http://i48.photobucket.com/albums/f249/Techercizer/BareHUD.png http://i48.photobucket.com/albums/f249/Techercizer/td1.png http://i48.photobucket.com/albums/f249/Techercizer/tg2.png http://i48.photobucket.com/albums/f249/Techercizer/tg3.png http://i48.photobucket.com/albums/f249/Techercizer/GeckoTraparDisplay.gif The bottom four are Trapar Display examples; the .gif is of rapidly rising Trapar values.
Jan 18, 2010
am i seriously going to get emails every time you faggots post a new argument about gay stuff
Jan 18, 2010
removing doug from cc list cause of his bitching. CRY SOME MORE
Cc:
-CadetBailey
Jan 18, 2010
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
Im really Likeing the 4th link you posted. If i get a chance maybe I will make up something from it.
Jan 19, 2010
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
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
Probably speed left, altitude right.
Jan 19, 2010
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Labels:
Milestone-ImStillAlive
Jan 19, 2010
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
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
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
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
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
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
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
Just a good "base" image to use for hud mockups.
Jan 25, 2010
Computer broke. I'll be out of action for a week.
Jan 27, 2010
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?
Jan 27, 2010
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
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
eh. I just did a font search, and it looks like it's OCR A Medium
Jan 27, 2010
What measures Trapar values in that? That was the original reason we searched out those gauges.
Jan 28, 2010
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
Jan 28, 2010
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
Holy crap tink, you made that? I thought it was Cer. Nice. Also: Trapar gauge?
Jan 28, 2010
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
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
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
not getting a chance until later tonight. like around 11 MST.
Jan 29, 2010
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
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
Or make a new wiki page.
Feb 3, 2010
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
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
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
I can also just base the hud design off of what he comes up with.
Mar 23, 2010
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.
Mar 23, 2010
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?
Mar 23, 2010
I need the following: incoming missiles notification window locked notification window special charged notification window
Mar 23, 2010
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
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
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
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
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
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
(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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Cc: robojoos CadetBailey Lift_...@yahoo.com
Labels: -Type-Feature -Priority-Medium Type-Enhancement Priority-Critical