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HUD movement?


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#1 syngyne

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Posted 22 March 2012 - 06:50 AM

I was wondering if any sort of movement is going to be added to the HUD. Right now, with it being rock steady, it feels a bit disconnected from the rest of the 'Mech, like the pilot is floating inside the cockpit instead of being seated in it. I understand that making it move exactly as the cockpit moves would make it impossible to aim, but I think a little bit of jitter might help add to the immersion.

For an example::



I don't necessarily mean the blurring and the degree of movement in the video, but something like a very slight bounce when a step is taken.

Thoughts?

#2 Agent CraZy DiP

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Posted 22 March 2012 - 07:34 AM

http://www.sarna.net/wiki/Neurohelmet

I see what you're saying, but do keep in mind they use a neurohelmet.

#3 Garth Erlam

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Posted 22 March 2012 - 07:44 AM

Our HUD already does this, actually :D

#4 Agent CraZy DiP

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Posted 22 March 2012 - 07:57 AM

Not really... unless things have changed from the GDC reveal. I think syngyne is talking about a more free-look feel. Ex: If you get hit... the Crosshair stays static, but the pilots eyes may drift lower to his feet, eg. the crosshair is in the pilots peripheral vision instead of center vision. Visual the way the HUD acts is more of a background shake while the foreground stays completely static.

If that was incorporated... would the readouts stay in center vision while only the crosshair drifts into the peripheral vision? Since the crosshair is directly connected to the aim of the mech its self and not the vision of the pilot.

#5 syngyne

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Posted 22 March 2012 - 08:14 AM

View PostAgent CraZy DiP, on 22 March 2012 - 07:34 AM, said:

http://www.sarna.net/wiki/Neurohelmet

I see what you're saying, but do keep in mind they use a neurohelmet.

I understand it's a projection in the helmet, but if you really wanted to keep the feel of being in there, the entire view inside the cockpit would be getting tossed around with each step or hit, not just the HUD, and that would make it really hard to aim (not to mention make lots of people motion sick). You can account for some of that with some shock absorption in the cockpit, but given the amount the cockpit shakes and the room available in the cockpit, there isn't nearly enough space for the seat to move to keep the pilot's head that steady in respect to the world outside.

Again, I understand why the HUD is kept still like this for gameplay reasons. It'd just be a nice touch to give the feeling that the pilot was actually attached to the 'Mech instead of floating inside it.

#6 Agent CraZy DiP

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Posted 22 March 2012 - 08:21 AM

Seeing how there are other readouts in the cockpit besides what the neurohelmet projects... Is there going to be a free-look button that you press and hold to look around the cockpit? Releasing said button would auto-center back to the crosshair.

#7 Slade Deleportas

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Posted 22 March 2012 - 08:39 AM

Well if you watch that Hawken trailer the HUD does stay relatively stable, while the physical cockpit does move quite a bit Especially noticeable around the 25-30 sec mark. I think a very stable Neurohelmet HUD with a slightly bouncing cockpit would look the best....

#8 syngyne

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Posted 22 March 2012 - 09:03 AM

View PostSlade_Deleportas, on 22 March 2012 - 08:39 AM, said:

Well if you watch that Hawken trailer the HUD does stay relatively stable, while the physical cockpit does move quite a bit Especially noticeable around the 25-30 sec mark. I think a very stable Neurohelmet HUD with a slightly bouncing cockpit would look the best....

To be honest, yeah, I thought the Atlas cockpit movement from the GDC video looked about perfect. Hawken is definitely all over the place as far as cockpit movement, which I think fits the feel of the game, but again has to bow to gameplay in order to make aiming possible. The slight bit of hud movement they add does help, though.

View PostGarth Erlam, on 22 March 2012 - 07:44 AM, said:

Our HUD already does this, actually :D

Is this something that was implemented post GDC? The GDC videos have the HUD steady as a rock when moving around, with static when the player takes a hit. If a little movement is something that was added afterward, then yay. :wacko:

#9 Garth Erlam

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Posted 22 March 2012 - 10:25 AM

We're working on the HUD still - consider that 'slight HUD movement' can be extremely nausea inducing. We're trying our best to make it look good, but not cause projectile vomiting.

#10 Dihm

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Posted 22 March 2012 - 10:33 AM

View PostGarth Erlam, on 22 March 2012 - 10:25 AM, said:

We're working on the HUD still - consider that 'slight HUD movement' can be extremely nausea inducing. We're trying our best to make it look good, but not cause projectile vomiting.

IDEA!!

You should have an "Iron Stomach" game mode, where the HUD movement is SUPPOSED to cause vomiting. Winner is whoever lasts the longest.

#11 MilitantMonk

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Posted 22 March 2012 - 10:41 AM

I'd rather not have motion sickness. If you really want to explore that route though you can always make it a toggle option just make sure 'Extreme Nausea' starts at off.

#12 syngyne

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Posted 22 March 2012 - 11:34 AM

View PostGarth Erlam, on 22 March 2012 - 10:25 AM, said:

We're working on the HUD still - consider that 'slight HUD movement' can be extremely nausea inducing. We're trying our best to make it look good, but not cause projectile vomiting.

It'd be a nice to have thing, but I understand there's a lot of other considerations involved.

#13 ENDMYSUFFERING

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Posted 22 March 2012 - 11:40 AM

From the Neurohelmet page: "weaving bipedal giant ROBOT."
IT'S A VEHICLE! >.<

Edited by Flametrace, 22 March 2012 - 11:41 AM.


#14 Acer Lerxt

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Posted 22 March 2012 - 12:44 PM

View PostGarth Erlam, on 22 March 2012 - 10:25 AM, said:

We're working on the HUD still - consider that 'slight HUD movement' can be extremely nausea inducing. We're trying our best to make it look good, but not cause projectile vomiting.


that's one of the better counter-arguments I've ever seen from a game developer.





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