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Topic: HUD and features (Read 748 times)
Kurai
Bondsman
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Posts: 4
HUD and features
«
on:
May 22, 2008, 01:37:09 AM »
In this post i´m suggesting some points which could be intresting when taking a look at the hud a mech got.
1st:
The damage model should be completely 3d and interact with damages takes, zoom to its specific object, displaying damage and interrupts caused by that.
2nd:
If a mech is heavily damaged or hit by emp the hud should tremble hard, so its harder to aim, to see whats going on, all kinda indicators.
3rd:
Explosions should impact on a mech, when some mech is hit by about 40 rockets, the mech should physically feel the impact which is enormous.
4th:
In Mechwarriror 3 there was a feater which was not in Mechwarrior 4...
The zoom window in mechwarrior 3 was great stuff, in mechwarrior 4 it was just static.
It would be nice if you could increase the Mechwarrior 3 zoom window in its functionality.
For example, displaying critical spots, information about the mech (scanning perhaps)
5th:
please always think about that this game happens in some far future.
the hud , menus, navigation, scanning ability , targeting and locking icons should look futuristic with cool sounds and animations.
This was just a small brainstorming and i hope this thread is going to continue
( The movie IronMan gives great ideas for a HUD )
best wishes, kurai from
www.e-esports.de
(supporting mwll)
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Seraph
Apprentice Dev
Star Captain
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Posts: 765
Steven "Seraph" Grimm
Re: HUD and features
«
Reply #1 on:
May 22, 2008, 04:48:49 AM »
Welcome to the forum!
Really cool ideas!
Quote
1st:
The damage model should be completely 3d and interact with damages takes, zoom to its specific object, displaying damage and interrupts caused by that.
You mean the damage model inside the hud right? Where you can see where and how much damage you took. Good idea but I would always go back the to armor bar model. Old school I know but I can see fast and easy where my armor is the weakest and start turning my mech to the stronger parts.
Quote
2nd:
If a mech is heavily damaged or hit by emp the hud should tremble hard, so its harder to aim, to see whats going on, all kinda indicators.
Already been thought of and going to be in the game.
Quote
4th:
In Mechwarriror 3 there was a feater which was not in Mechwarrior 4...
The zoom window in mechwarrior 3 was great stuff, in mechwarrior 4 it was just static.
It would be nice if you could increase the Mechwarrior 3 zoom window in its functionality.
For example, displaying critical spots, information about the mech (scanning perhaps)
Neat idea but not sure if you really need to see that kind of stuff. Usually the target window for me was enough to know where to hit my enemy. Also depends on how many different target areas you will have on a mech, e.g. can you hit the joints themself or is the damage model more like arms and legs and torsoe. Yet it would make a nice feature and some cool eye candy
Quote
5th:
please always think about that this game happens in some far future.
the hud , menus, navigation, scanning ability , targeting and locking icons should look futuristic with cool sounds and animations.
I am pretty sure it's taken care of
But I agree on the locking sound: They gotta be awesome! Especially even for regular laser weapon lock - I do remember those had to lock in the CBT novels but that was never implemented in the games. Just point and click mostly ...
Overall cool stuff. Let's wait and see what they will implement in the huds.
One thing I want to add: Will each mech have it's own HUD? Will you know you are sitting in another mech just by looking at the hud or will they all be the same? I don't mean big changes but more the smaller ones like a screen moving from the bottom right to the top left corner, that kind of thing.
Cheers Kurai,
Seraph
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Kurai
Bondsman
Offline
Posts: 4
Re: HUD and features
«
Reply #2 on:
May 22, 2008, 05:55:50 AM »
Thnx 4 your oppinion Seraph, i see we´re the same in the most points.
Anyway:
http://de.youtube.com/watch?v=nm76b8tzzWI
is giving a really nice example of the zoom window, some nice lock sounds and other stuff which would be nice to see ingame which was only in the intro of mw3. (zoom window collapsing 2min36sec, target not unique, trembling hud, flickering screen stuff like that....)
In addition to this i would like to say that an unicat hud for each mech would be amazing.
-> There should be somekinda feature like if a mech is surrounded by a building where he´s hiding in the ruins, he aint should be targetable or viewable as indicator on the radar. Sniper was a hard job in mechwarrior 3 and 4. Could be get easier then. (hide on 2min23sek on youtube intro vid)
Example of Zoom and hard damage on hud:
http://www.firingsquad.com/games/mw3demo/images/page1.jpg
http://i.d.com.com/i/dl/media/dlimage/90/29/7/90297_large.jpeg
What i actually meant with 3d damage modell is something like a complete architecture detailed to the mech in 3d.
Deep damages, crit zones, ways in which weapons are not more working cause stuff was destroyed and possibilities to bring them back online with switching the supply unit or turning another one on lower energy.
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Seraph
Apprentice Dev
Star Captain
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Posts: 765
Steven "Seraph" Grimm
Re: HUD and features
«
Reply #3 on:
May 22, 2008, 06:23:41 AM »
Quote
Anyway:
http://de.youtube.com/watch?v=nm76b8tzzWI
is giving a really nice example of the zoom window, some nice lock sounds and other stuff which would be nice to see ingame which was only in the intro of mw3. (zoom window collapsing 2min36sec, target not unique, trembling hud, flickering screen stuff like that....)
I agree that is a nice thing. Would make PPCs even more useful. Just have to see how something like that would impact on balance .. I don't want to see everyone running around with PPCs since they screw up the hud so much.
Quote
-> There should be somekinda feature like if a mech is surrounded by a building where he´s hiding in the ruins, he aint should be targetable or viewable as indicator on the radar. Sniper was a hard job in mechwarrior 3 and 4. Could be get easier then. (hide on 2min23sek on youtube intro vid)
From what I have heard so far there is supposed to be a global radar. Destroy the stations and your enemy is blind - maybe even drones are going to be implemented that you can destroy. If buildings can be used against radar I am not sure about but it would truly be a nice addition (and would make sense too). You could always see those units with IR view though.
Quote
What i actually meant with 3d damage modell is something like a complete architecture detailed to the mech in 3d.
Deep damages, crit zones, ways in which weapons are not more working cause stuff was destroyed and possibilities to bring them back online with switching the supply unit or turning another one on lower energy.
Doubt they will all do that since it would be very time consuming to add this feature for each single unit in the game. Not to mention that an arm that becomes useless will most likely be blown off and therefor removed as an active target
Quote
Example of Zoom and hard damage on hud:
http://www.firingsquad.com/games/mw3demo/images/page1.jpg
Even though I would to see more distortion on the HUD I would assume it would be a huge impact on the gameplay when you overdo it. The MW3 kind of fuzziness will do just fine for me
Thanks for pointing the open things out, hope I could help even though I am not a dev
Seraph
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AoP
Lead Dev
Living Legend
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Posts: 2127
Re: HUD and features
«
Reply #4 on:
May 22, 2008, 07:51:37 AM »
Heya Kurai and welcome to the forums,
Quote from: Kurai on May 22, 2008, 01:37:09 AM
1st:
The damage model should be completely 3d and interact with damages takes, zoom to its specific object, displaying damage and interrupts caused by that.
Sorry to say, but that's not going to happen. We've been tossing around ideas about how to make the HUD more futuristic and cooler but the basic problem never changes: we've got very limited ressources and a feature like that is nice-to-have, but not an essential gameplay feature. Those, however, are the ones we'll have to focus on.
Quote from: Kurai on May 22, 2008, 01:37:09 AM
2nd:
If a mech is heavily damaged or hit by emp the hud should tremble hard, so its harder to aim, to see whats going on, all kinda indicators.
If I'm not completely mistaken, this will be implemented, at least to a certain extent.
Quote from: Kurai on May 22, 2008, 01:37:09 AM
3rd:
Explosions should impact on a mech, when some mech is hit by about 40 rockets, the mech should physically feel the impact which is enormous.
This will definitely be implemented, though I'm not sure how massive the impact will actually be.
Quote from: Kurai on May 22, 2008, 01:37:09 AM
4th:
In Mechwarriror 3 there was a feater which was not in Mechwarrior 4...
The zoom window in mechwarrior 3 was great stuff, in mechwarrior 4 it was just static.
It would be nice if you could increase the Mechwarrior 3 zoom window in its functionality.
For example, displaying critical spots, information about the mech (scanning perhaps)
We've been playing around with different ideas of how to visualize, 'read out' and work with the 'targeted object damage model'. At this point, this is mostly up to the coders and there will be some visualization, but certainly not as extensive as you suggest here. I am not fully aware of our current approach on the zoom window, but I am fairly sure that it will not be the MW3 approach as we won't be allowing to target independently from the main crosshair direction.
Quote from: Kurai on May 22, 2008, 01:37:09 AM
5th:
please always think about that this game happens in some far future.
the hud , menus, navigation, scanning ability , targeting and locking icons should look futuristic with cool sounds and animations.
Neither sounds nor HUD animation are the real problem. We're more concerned about keeping the whole game on a playable performance level and not keeping our coders busy with features that only look good but have little to no actual use.
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Flyingdebris
Lance Sergeant
Offline
Posts: 484
Re: HUD and features
«
Reply #5 on:
May 22, 2008, 09:38:01 AM »
would it be possible to have part of the hud be overlay and the other half be actual displays within the cockpit? Like lets say crosshairs, weapons selected and sensors are overlay, but other stuff like damage display, speed, and maybe heat might be on displays inset into the cockpit?
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ToeBall
Code Monkey One
Lead Dev
Star Captain
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Posts: 1163
Re: HUD and features
«
Reply #6 on:
May 22, 2008, 09:46:14 AM »
That's the plan.
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thezeus18
MechWarrior
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Posts: 231
The Counterattack Begins.
Re: HUD and features
«
Reply #7 on:
May 23, 2008, 02:53:09 PM »
Quote from: ToeBall on May 22, 2008, 09:46:14 AM
That's the plan.
Christmas is really going to be a treat this year.
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Seraph
Apprentice Dev
Star Captain
Offline
Posts: 765
Steven "Seraph" Grimm
Re: HUD and features
«
Reply #8 on:
May 24, 2008, 12:02:59 AM »
Haha, yeah I agree
And the best is it's for free too!
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Seiko
Recruit
Offline
Posts: 197
Re: HUD and features
«
Reply #9 on:
June 01, 2008, 08:48:40 PM »
I've been digging into the HUD stuff lately (for fun) and I think that the possibilities are endless. The way the Flash HUD's are implemented leaves a lot of room for creating some really cool stuff. Unfortunately, the schedule is not endless!
Personally, I would love to see the HUD affected differently based on the type of weapon the mech is being hit with. Electronics would behave differently between a ballistic strike, a heat strike, and an electrical strike. Not to mention more advanced weapon types like charged particle attacks.
But when everything thinks of futuristic HUD's you have to keep in mind that this does not mean that they will have a lot of cool graphics on them. The avionics industry is constantly trying to simplify display systems and make them less cluttered with information. All of that is just a distraction to the pilot and increases safety concerns. If you look at military HUD's they are quite simple even in the more advanced aircraft. The displays would have more of the fancy damage displays and such but not on the HUD.
Just my .02.
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Kurai
Bondsman
Offline
Posts: 4
Re: HUD and features
«
Reply #10 on:
December 04, 2008, 10:13:19 PM »
I really like that some ppl and even a dev is turned on in this discussion
You know, i just thought the gameplay experience, even if its a free game (but supported by crytek:P) would be amazing if the hud would show up interesting posibilities for the pilot to interact with the whole game and get hints about the opponents mech.
Movies for inspiration:
Ironman, Irobot, Knight Rider 2008.
Games: Bioforge, Magic Carpet (classic games) // CoD4 (most intense game ever played so far)
You actually feel a lot of stuff happening in the games.
I know that the game will be the god of mechwarriors ; so far i´m sure about ,
i just thought it maybe useful to show gamers their own spirit ingame with additional features
.
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ToeBall
Code Monkey One
Lead Dev
Star Captain
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Posts: 1163
Re: HUD and features
«
Reply #11 on:
December 04, 2008, 11:03:46 PM »
Holy thread revival batman...
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