floating HUD

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Dodopod
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Hopper wrote:I always imagined it not inside the helmet, but on a device strapped to your arm or chest. In the real world, you'd quickly glance down at it, but in the game engine, it would be nauseating to constantly switch the view like that. So, the compromise is to superimpose the relevant part of your suit where you can see it.
I thought of it more like a reflex sight, where the motion sensor, health and oxygen meters, and weapon display were projected onto the bottom of the visor.
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Hopper wrote:
Wait...that compass rose doesn't actually rotate as you play, does it?
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treellama
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Crater Creator wrote:Wait...that compass rose doesn't actually rotate as you play, does it?
Oh yes. I was sufficiently impressed.
Last edited by treellama on Jul 20th '09, 18:02, edited 1 time in total.
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I approve of these greatly
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interion
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Those screenshots look great.

Would it be possible to incorporate additional game information into the HUD? I'd love to replace the motion sensor with a small version of the automap, or maybe a full screen partially transparent map overlay so you can't be ambushed while looking at the map.
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Tim wrote:I'd love to replace the motion sensor with a small version of the automap, or maybe a full screen partially transparent map overlay so you can't be ambushed while looking at the map.
I think this would be a good general preferenes option - "draw automap transparently" or something.

(Didn't Dark Forces or some other Marathon-era "2.5D" game have a transparent automap?)

And a general question about this new HUD tech; I take from the compass example it that this is able to animate objects? (i.e. translation and rotation). So could you draw some rotating semitransparent image over the motion sensor for a "radar sweep" effect? (Of course the motion sensor blips wouldn't correspond to the radar sweeps quite right, but it could still look cool).
Last edited by Pfhorrest on Jul 21st '09, 01:42, edited 1 time in total.
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Well hot dog, that's nifty. I look forward to seeing what else one can do in this vein.
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treellama
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Pfhorrest wrote:And a general question about this new HUD tech; I take from the compass example it that this is able to animate objects? (i.e. translation and rotation). So could you draw some rotating semitransparent image over the motion sensor for a "radar sweep" effect? (Of course the motion sensor blips wouldn't correspond to the radar sweeps quite right, but it could still look cool).
Sure, why not?

I think you'll need OpenGL to draw all this transparent bling, though; software is technically capable of it, but so slow.
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Pfhorrest wrote:So could you draw some rotating semitransparent image over the motion sensor for a "radar sweep" effect? (Of course the motion sensor blips wouldn't correspond to the radar sweeps quite right, but it could still look cool).
Here's how to do an authentic radar effect: instead of using all of the motion-sensor data, you only look at the active blips in the current frame's "sweep zone", and remember them in Lua. You can use multiple images or dynamic opacity to fade them out based on the time since the last sweep. The blips would only change position when the sweep comes around. This would be very challenging gameplay-wise, and you're limited by the engine's motion data (8-WU radius, can't detect stationary objects), but it would behave a lot like traditional radar. This is 100% doable in the current API.

Here's another idea, particularly challenging to veteran players: keep the motion sensor fixed relative to North rather than your current facing direction. A rotating cone would show your current field of vision; when you turn, the blips don't rotate but your FOV indicator does. This is 90% doable in the current API (blips need some extra directional information to get placed properly).

I'm currently working on providing lighting, liquid, and damage-effect information to the HUD. A HUD might want to look darker when you're standing in a dark room, or become glitchy when you're hit by a compiler bolt.
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Hopper wrote:I'm currently working on providing lighting, liquid, and damage-effect information to the HUD. A HUD might want to look darker when you're standing in a dark room, or become glitchy when you're hit by a compiler bolt.
Wow. I for one am impressed. You really seem to be going the extra mile to add all the little quirks and nuances of a realistic HUD.
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the day we will see a metroid style HUD in 'thon i will wet my pants 'cause of its pure awesomeness.
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Hopper wrote:Here's how to do an authentic radar effect: instead of using all of the motion-sensor data, you only look at the active blips in the current frame's "sweep zone", and remember them in Lua. You can use multiple images or dynamic opacity to fade them out based on the time since the last sweep. The blips would only change position when the sweep comes around. This would be very challenging gameplay-wise, and you're limited by the engine's motion data (8-WU radius, can't detect stationary objects), but it would behave a lot like traditional radar. This is 100% doable in the current API.

Here's another idea, particularly challenging to veteran players: keep the motion sensor fixed relative to North rather than your current facing direction. A rotating cone would show your current field of vision; when you turn, the blips don't rotate but your FOV indicator does. This is 90% doable in the current API (blips need some extra directional information to get placed properly).

I'm currently working on providing lighting, liquid, and damage-effect information to the HUD. A HUD might want to look darker when you're standing in a dark room, or become glitchy when you're hit by a compiler bolt.
Amazing! I can't wait to play with this stuff.

Just an aside, but are there any means by which the Lua text overlays are going to be movable here, or are they separate from this?
If you're going to use text overlays in Lua, and they are fixed, then that will end up dictating hud arrangement to a certain extent.
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Kurinn wrote:Just an aside, but are there any means by which the Lua text overlays are going to be movable here, or are they separate from this?
If you're going to use text overlays in Lua, and they are fixed, then that will end up dictating hud arrangement to a certain extent.
We want to give themes appropriate control of the overlays, to fit them into varying HUD styles. But, we also want to make sure HUD themes don't require a Herculean effort to build -- there are a lot of on-screen items like the overlays, chat messages, console input, etc. We haven't found the solutions yet, but we are working on the problems.
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Johannes Gunnar wrote:the day we will see a metroid style HUD in 'thon i will wet my pants 'cause of its pure awesomeness.
I already have the Concept art in the works ;)
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Metroid style as in 3D? Or do you just want half the screen covered by graphics designed to look like the inside of a helmet?
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ack45 wrote:
thats why most of this pic is sratche dout
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TychoVII wrote:Metroid style as in 3D? Or do you just want half the screen covered by graphics designed to look like the inside of a helmet?
Well at least it's not as bad as Steel Batallion
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Random quote from a random web site (proper credits and links be damned)
The Dalai Lama once said that simplicity is the key to happiness in the modern world. This philosophy can be adapted into the realm of web design and digital interface design.

The expressions "Keep it simple, stupid", "Kill your darlings" and "Less is more" all pinpoint the fact that simplicity is important.

Simplicity lasts. Simplicity is necessary in order to properly convey any idea.
So I present to you, this:



Feel free to love it or hate it, it's not like I am ever going to make it happen.
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Pfhorrest
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I've made a mockup of an Eternal-themed full screen hud.

It's pretty basic, just removed some text/decorations, split it up into three parts, moved it to the top, and swapped the energy and oxygen bars, plus some transparency and effects. On the plus side, if for some reason someone was running in 640x480, the HUD would collapse back to basically the same arrangement it's in now, just at the top of the screen instead of the bottom.

[the little Eternal logo is the motion sensor, I just didn't bother to put blips on it for this mockup]

[attachment=2913:EternalFullHUD1024.jpg]
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Last edited by Pfhorrest on Jul 26th '09, 11:32, edited 1 time in total.
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TychoVII
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Update on the floating HUD.

The art and script are virtually complete. Could be a minor tweak here and there, but all in all it's pretty much finished. Just to let you know, we discussed and added a handful of eye candy effects to enhance the experience and show off what a lua HUD can do. I can't say for sure when it'll be available, but the majority of the work is done. Hopefully we can distribute the first floating Marathon HUD for Alephone based on the XBLA version of Marathon: Durandal fairly soon.

Cheers :)
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TychoVII wrote:Update on the floating HUD.

The art and script are virtually complete. Could be a minor tweak here and there, but all in all it's pretty much finished. Just to let you know, we discussed and added a handful of eye candy effects to enhance the experience and show off what a lua HUD can do. I can't say for sure when it'll be available, but the majority of the work is done. Hopefully we can distribute the first floating Marathon HUD for Alephone based on the XBLA version of Marathon: Durandal fairly soon.

Cheers :)
Nice work indeed - AlephOne is getting closer and closer to full HD graphics support - now all we need are some hi-res enemy sprites and the XBLA version is going to crap it's pants. haha.

Btw, how about some screenshots of your recent work?

cheers
thedoctor
Last edited by thedoctor45 on Jul 31st '09, 11:49, edited 1 time in total.
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TychoVII
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As requested...


Here's a screenshot with the normal HUD.






---




And here's a screenshot with the floating HUD.

Last edited by TychoVII on Jul 31st '09, 14:02, edited 1 time in total.
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TychoVII wrote:As requested...
Here's a screenshot with the normal HUD.


---
And here's a screenshot with the floating HUD.
Clever :)
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ukimalefu
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OMG! MARATHON PORN!
acks45
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I don't see any porn. the compiler in the background isn't showing off any of its ACTuAL body, which is buried under the machinery somewhere near the head i gather.
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