I'm working on one, but I've not finalized any designs, as PGI might say. But I thought I'd offer what I've got so far.
I figure it's far from everyone's cup of tea, but it's different from what we have now. Highlights would be the change from the squarish digital font we have now to a more functional san-serif and the addition of several functional elements I expect a military machine to feature, such as an actual temperature number.
The damage display would use a wireframe of the current 'mech, while a speedometer more akin to those of current digital instrumentation in cars is part of my current intended design. The diagonal portion of the speedometer indicates the walking speeds of the 'mech.
Obviously this is far from complete, given that elements such as weaponry, map and compass are missing, since I decided to work on it for a few minutes on a whim. For those elements however I do intend to attempt to design a display that offers information about individual weapon bins and a weapon-door indicator, but chances are I'm not going to finish this anyway...
The final design is also intended to be curved inwards (as with the current one, to imply helmet curvature).
2
A Hud Redesign Concept
Started by Dukarriope, May 02 2013 08:46 AM
9 replies to this topic
#1
Posted 02 May 2013 - 08:46 AM
#2
Posted 02 May 2013 - 09:03 AM
Are we allowed to mod the game? I thought for sure that mods were not allowed thus far.
Edited by Viper69, 02 May 2013 - 09:08 AM.
#3
Posted 02 May 2013 - 09:34 AM
Viper69, on 02 May 2013 - 09:03 AM, said:
Are we allowed to mod the game? I thought for sure that mods were not allowed thus far.
He probably just used two different screen shots. The one above started without HUD and then did some color sampling. After that it is just a matter of toying with opacity and other visual elements. Nothing but a mockup on screenshot.
Edit: As for the HUD itself. The center reticules do not have enough definition, I keep losing them both in the background. I actually find that "walking/running" speedometer hard to interpret. The current system is not ideal, but it is easy to interpret.
quick suggestion for the damage read out. For the rear damage read out just show the back of the torso to avoid confusion.
Edited by Nathan Foxbane, 02 May 2013 - 09:50 AM.
#4
Posted 02 May 2013 - 09:40 AM
I like it, but on a Military vehicle, I think the "wireframe" would be an actual wire frame, whereas while i like the better individualization (more fo rthe IFF Wireframe than ones own) I think the extra detail makes it TOO busy for teh purpose of a military guage.
#5
Posted 02 May 2013 - 10:03 AM
Pretty BA! I would suggest flipping the speedometer and placing it in the left corner, to better coincide with the placement of the throttle in the left hand of the pilot. I think the damage display in the right let corner would also be more functionally effective as the enemy elegance above it in the right upper quadrant would make better sense. Weapons info could be relegated to the left upper corner.
On second thought, you could try a modern mock-up of the old MechWarrior 2 HUD. That game worked quite well, if my hundreds of hours playing mean anything
Looks great so far. Can't wait to see the end result!
On second thought, you could try a modern mock-up of the old MechWarrior 2 HUD. That game worked quite well, if my hundreds of hours playing mean anything
Looks great so far. Can't wait to see the end result!
#6
Posted 02 May 2013 - 11:29 AM
I like the paper doll we have now or even a mock up of one from the TT game. Its utilitarian and you do not need more detail than you can look at at a glance or out of your peripheral view, its wasted to have greater detail than just a paper doll in my opinion.
As for speed and fuel of JJ and ammo I think those would be in direct view or just slightly off center of the main torso crosshair. That is the focus of your vision and jet fighters display that info at the very center of your focal point. the idea of a hud is to keep you from having to look around at displays.
As for speed and fuel of JJ and ammo I think those would be in direct view or just slightly off center of the main torso crosshair. That is the focus of your vision and jet fighters display that info at the very center of your focal point. the idea of a hud is to keep you from having to look around at displays.
#7
Posted 02 May 2013 - 01:48 PM
Looks very Wipeout.
#8
Posted 03 May 2013 - 01:48 AM
I've had trouble trying to do the targeting reticule, actually. Part of the problem is finding a visible palette, and MWO's current design uses a deep yellow color (I am considering returning to classic military green). To provide some visibility I'd either have to thicken the lines of the reticles, or give them an outline.
Other than that, I have considered a few different designs.
Firstly, in line with the functionality theme, there is a no-frills, clear and obvious "dual-crosshair":
The smaller + is for arms, whilst the larger X is for torso, forming a "dual cross".
A variation on the current design visible above, is this.
The smaller angled square in the middle, along with the horizontal line form the arm reticule, whilst the vertical line with the two slanted lines form the torso reticule.
Then of course there's the original MWO design;
I could experiment with 'wraparound' information, and even considered the possibility of primary information (e.g. heat and fuel) following the primary crosshair, but with the way the arm reticule can move about, that would be problematic. Wrapping around the torso reticule could work, or possibly having two straight bars off-center.
I also need to figure out where I'd put the map, but currently I intend to place weaponry in the top right, (like MW2?).
Another difficult thing to design would be an enemy readout.
I've played WipEout 2097! Now that you mention it, it does feel that way. I am now considering other speedometer displays however, like a list of 'gears' - 1 all the way to 9, to indicate the 9 different throttle levels currently avaiable. A radial circle display might also work.
Other than that, I have considered a few different designs.
Firstly, in line with the functionality theme, there is a no-frills, clear and obvious "dual-crosshair":
The smaller + is for arms, whilst the larger X is for torso, forming a "dual cross".
A variation on the current design visible above, is this.
The smaller angled square in the middle, along with the horizontal line form the arm reticule, whilst the vertical line with the two slanted lines form the torso reticule.
Then of course there's the original MWO design;
I could experiment with 'wraparound' information, and even considered the possibility of primary information (e.g. heat and fuel) following the primary crosshair, but with the way the arm reticule can move about, that would be problematic. Wrapping around the torso reticule could work, or possibly having two straight bars off-center.
I also need to figure out where I'd put the map, but currently I intend to place weaponry in the top right, (like MW2?).
Another difficult thing to design would be an enemy readout.
I've played WipEout 2097! Now that you mention it, it does feel that way. I am now considering other speedometer displays however, like a list of 'gears' - 1 all the way to 9, to indicate the 9 different throttle levels currently avaiable. A radial circle display might also work.
#9
Posted 03 May 2013 - 02:52 AM
Not saying it's a bad thing. If players like the Wipeout future tech look, then that's what they like.
#10
Posted 04 May 2013 - 08:03 AM
Ammo and weapons configs??
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