Author Topic: Weight  (Read 2000 times)

Offline Leo "Tesla Coil" Raateland

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Re: Weight
« Reply #15 on: January 13, 2014, 08:59:24 pm »
Yes, i was suggesting it's a "necessary evil" so to say. I know we all used to it, and the games today can't work without HUD's.
I belong to this ultra radical Minimal-HUD-Fighters-faction, u know. This thing spoils my immersion so it should be kept to minimal.


Example: remaining rounds until reload - number is worst solution, in the heat of the fight u don't have time to read what's the exact number anyway, progress bar with changing color would be more useful.
But all this is still just beggar's rags n crutches. It should be possible to see the actual tray. Suppose it's one of those modern translucent trays, you hold down the trigger, the empty sleeves are falling to the ground and u can see your tray is getting empty.


I know our software (in general) is too primitive still, our games won't let us interact with the virtual objects directly. No doubt, making a HUD and putting stuff there is so much easier, but... i still want this! :)


About minimal HUD i did read this article once, i all for intractable mimimal HUD, like being it displayed on your wrist or on your helm vizier.

http://arstechnica.com/gaming/2013/07/who-needs-a-hud-metro-last-light-and-the-return-to-realism/
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Offline The "Fifth" Entity

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Re: Weight
« Reply #16 on: January 13, 2014, 10:20:40 pm »
http://arstechnica.com/gaming/2013/07/who-needs-a-hud-metro-last-light-and-the-return-to-realism/
Yes, this!


Quote
In Metro, you know when the filters on your gas mask need changing because water starts collecting on the visor or the goggles start fogging up. Your breathing gets shallower and faster as the surrounding poison clogs the only thing between your lungs and the long nuclear winter. The ever-ticking watch on your left wrist counts down the seconds to your expiration, too, but you have to actively push a button to look at it; it isn’t constantly displayed in a corner of the screen, just as a watch isn’t constantly in the corner of your vision.
;)
Quote
With the recent trend toward more realism in games, you’d think more designers would be opting for this kind of minimal-HUD approach. But according to Prokhorov, developers often simply don’t have the time to integrate all this information in a natural way.
Quote
:(
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Offline Jarod "Brickwit" McBrickerton

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Re: Weight
« Reply #17 on: January 14, 2014, 05:07:45 am »
Nice article from Ars Technica. I agree that the HUD-free style of design for a post-apocalyptic game like AWS is the way to go! I realize it's probably impossible to get rid of it completely in a game as complex as AWS is, but in many ways its design could make removing some elements even easier.

In fact, I'd like to see an option to have all HUD elements turned off unless pressing down the key that normally shows/hides it. For example, if I want to see the in-game help I should have to hold down F1 for as long as I want to see it, then release it when I'm done. This would make it much easier to become immersed in the game world and it would even give the devs a good excuse for making the HUD elements as simple and nondescript as possible, especially if this option was on by default. And even if it wasn't, the HUD is pretty gaudy for a world where we're supposed to be rebuilding after the complete shut-down of nearly all technology.
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Offline Event "Janе" Horizon

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Re: Weight
« Reply #18 on: January 14, 2014, 06:34:57 am »
HUDless game play already implemented - if you do not want the HUD - press B.
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Offline Zen "ZenX" Star

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Re: Weight
« Reply #19 on: January 14, 2014, 06:57:04 am »
So, the HUD concept is there, and is in pretty much every MMO, but AWS does allow those that don't want to see it to turn off components, or the whole enchilada.

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Offline The "Fifth" Entity

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Re: Weight
« Reply #20 on: January 14, 2014, 11:07:55 am »
Hush now, u 2. Turning off entirely isn't really an option until there's no alternate system.


I can only speak for myself here anyway, while the vast majority (most likely) either:
  • don't want any changes ("don't fix it if it's not broken"), or
  • at least no change in the general principle how things are done ("yea ok dreaming is nice. now, where's my HUD?"),
  • or didn't understand squat ("and all this fuss was about, what exactly?")
Add here the available development resources and complexity of HUD-less design Vs. the classical HUD in an indie game... Let's say this shift in paradigm requires at least a medium-sized miracle to happen.
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Offline Zen "ZenX" Star

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Re: Weight
« Reply #21 on: January 14, 2014, 12:34:16 pm »
I wouldn't mind if it went to the new paradigm, but until it does I will make suggestions effecting the current HUD   ;)

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Offline Jarod "Brickwit" McBrickerton

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Re: Weight
« Reply #22 on: January 15, 2014, 05:27:41 am »
Let's remember that this IS in the Ideas and Features section of the forum rather than the Knowledgebase section. 8-)

The discussion has certainly turned the corner from the path it started on, but we're saying what improvements we'd all like to see for the HUD. Some are much easier to implement than others but I don't see any reason why we can't all dream alongside each other in the same thread! 8-D
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Offline The "Fifth" Entity

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Re: Weight
« Reply #23 on: January 15, 2014, 07:10:19 am »
According to the posts above we have reached a clear consensus:
1) we could use weight indicator on the HUD
2) it should be kept to minimal (bar or dot-style instead digits)






Maybe the shift in the paradigm has already started? ;)
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Offline Zen "ZenX" Star

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Re: Weight
« Reply #24 on: January 15, 2014, 12:31:49 pm »
I think the flow and discussion in this thread has been good, collaborative ideas are usually some of the best :)

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Offline Jarod "Brickwit" McBrickerton

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Re: Weight
« Reply #25 on: January 16, 2014, 05:19:02 am »
I think that collaborative ideas are almost always the best ideas as long as everyone involved is open-minded and honest and I agree that this thread has resulted in some good ones. Besides, collaborative ideas are the result of the opinions of all of the participants so it ends up being a good indicator of the group's overall view.

It's too bad we don't have more participants, but I think this shows that we have grown as a community. 8-)
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