Announcement

Collapse
No announcement yet.

Tzunami: GPL Quake Client Development

Collapse
X
  • Filter
  • Time
  • Show
Clear All
new posts

  • bFeared
    replied
    Originally posted by luizera View Post
    Just realized youtube's loading wheel (or whatever it is) could be use as a crosshair. The bighter dot could move when health changes. Or all dots could be bright and fade when health is lost.
    Something similar was done in RTCW.
    The crosshair would change color depending on your health (but there were still numbers indicating health on the side)

    But I'm not a fan of hud's in general.
    I feel like if you can get rid of most of the hud, then you're doing a good job.
    Some things just cannot be rid of, like ammo and scores.

    I've always been a big fan of call of duty 4's hud, just scores, ammo, and a transparent minimap.



    I know some people don't like the vision blurring in multiplayer but I feel like IW did a good job pulling it off in cod.

    Leave a comment:


  • luizera
    replied
    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).



    Just realized youtube's loading wheel (or whatever it is) could be use as a crosshair. The bighter dot could move when health changes. Or all dots could be bright and fade when health is lost.

    Leave a comment:


  • gnounc
    replied
    Come on now, keep us posted!

    Leave a comment:


  • Skutarth
    replied
    Looks great, chip. I only repeat the opinion already stated. The red health is a little hard to see, like the opacity is too low. Otherwise it looks fantastic. Just more proof in the pile that numbers are still king.

    Leave a comment:


  • Chip
    replied
    Thanks for your opinions. There is a slight possibility of choosing a light yellow, #FFFFCC or #FFFF33, as it might fit my noir, desaturated game theme.

    Wouldn't want to spoil the surprise...

    Leave a comment:


  • gnounc
    replied
    I quite like that second hud chip. Nice and subtle.

    Leave a comment:


  • Baker
    replied
    Originally posted by stolen View Post
    don't forget to do me a personalized hud with a big ass radar on it. Don't give it out to wolv this time tho
    :d

    Leave a comment:


  • Patton
    replied
    Don't forget to do me a personalized hud with a big ass radar on it. Don't give it out to wolv this time tho

    Leave a comment:


  • bFeared
    replied
    Originally posted by Chip View Post
    A new iteration of the HUD, I decided to finish it and it's a big step ahead. It's not finished, I'd like to add some more details and some more info.

    What do you think now?
    Much better, I only have a problem with the health opacity, It seem's a little hard to see, other than that it's a huge improvement.

    Leave a comment:


  • Chip
    replied
    A new iteration of the HUD, I decided to finish it and it's a big step ahead. It's not finished, I'd like to add some more details and some more info.





    What do you think now?

    Leave a comment:


  • Skutarth
    replied
    @Chip: The only issue with your HUD is colors. Blue sticks out like a sore thumb next to white and red. Light gray would probably go better in its place.

    Likewise, it would be more intuitive to have health be red and ammo/armor be white. After all, health is associated with blood. What better way to communicate health than through blood red numbers?

    A rule of thumb is that you should never use perfectly stark colors. By that, I mean you shouldn't have, for example:
    1. White (255 255 255). It's too distracting unless everything else is starkly colored.
    2. Red (255 0 0), Green (0 255 0), and Blue (0 0 255). Looks like highlighter colors on your screen. None of them mix well with pretty much anything.
    3. Black (0 0 0). Perfect black shows up a lot in games. Thus, it's better to choose something a bit lighter than black (very dark gray, maybe) so what could be important text doesn't end up blending into the background.

    Remember that you can have something that is noticeable without it constantly catching your peripheral vision.

    Leave a comment:


  • Chip
    replied
    @Baker: Colours are temporary. I just wanted an uncluttered HUD. The numbers will be transparent and will match the game theme, be it blue or green or white.

    @Dissaster: Some of that text will dissapear - like the developer stuff - some of it will become slimmer and moved down and to the left a bit. Thanks anyway for liking my projects

    I just wanted to show you my HUD, it's still WIP.

    P.S. Thanks Baker for revealing my true identity!

    Leave a comment:


  • Baker
    replied
    Originally posted by d1554573r View Post
    Sorry to say that but it looks like crap, even original Quake hud is way nicer.

    Im familiar with Your projects, they are nicer then Your HUD
    Eh? Well I for sure don't like Chip's color choices with the HUD but to each their own.

    By the way to anyone who does know: Chip saved the Quake community from the PlanetQuake meltdown --- I know most ppl don't know who Chip is ... PlanetQuake Archives | QuakeWiki


    @HUD_WAR:

    Baker, there's no way im going to finish my hud design by Friday im leaving for a few days so don't hurry with Your proquake stuff
    Extra time = good.

    Btw, do You have idea how to deal with resolution issue? Scaling down is a resource whore so we can forget this one. Rescaling hud to full hd from 1024x768 isn't a good idea for modern hud, various gfx versions for each res would be nice option i guess. Or maybe You got other idea how to resolve this matter.
    Pretend it isn't an issue for right now ... most engines resize graphics very poorly. I've been thinking about this for a LONG time.

    One way or another, this issue will eventually die.

    I'm not ready to concentrate on the engine coding for that kind of thing just yet, but it'll get addressed. Probably what an engine needs to do is re-read the 2D graphics and resample them whenever a video mode switch or the 2D width is changed.

    Eventually I'll conduct experiments ...

    Leave a comment:


  • d1554573r
    replied
    No bulkiness, bloatness and overuse of graphics.
    Sorry to say that but it looks like crap, even original Quake hud is way nicer.

    Im familiar with Your projects, they are nicer then Your HUD

    @HUD_WAR:

    Baker, there's no way im going to finish my hud design by Friday im leaving for a few days so don't hurry with Your proquake stuff

    Btw, do You have idea how to deal with resolution issue? Scaling down is a resource whore so we can forget this one. Rescaling hud to full hd from 1024x768 isn't a good idea for modern hud, various gfx versions for each res would be nice option i guess. Or maybe You got other idea how to resolve this matter.
    Last edited by d1554573r; 08-12-2010, 07:49 AM.

    Leave a comment:


  • Chip
    replied
    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 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.
    I already have something like this for my WIP ChipQuake. If health goes beyond 80, the screen fills with a red fog, and health starts regenerating slowly, until it reaches 80. Also, there is a screeching sound. You just gave me the idea of combining desaturation with red fog. I think it would look awesome.

    I also agree with some other opinions around here, and ChipQuake has only a number for the ammo, and a number for health. The player learns immediately which is which.

    I am concentrating on singleplayer, story and atmosphere. Remember Call of Cthulhu, the game? That game really scared me! It had a very nice atmosphere. Scary, noir, immersive. That's what I'm aiming for. Oh, and simplicity. No bulkiness, bloatness and overuse of graphics.



    Keep visiting ChipQuake | QuakeWiki for updates on the game.

    Leave a comment:

Working...
X