HUD Remastered

(LAST UPDATE  6/30/2013 2:46pm EST)

 

I am Tired of the Hud we have in this game, so here’s some basic tweaks…with a Picture for a visual

 

Energy made Yellow

Hull made Green

Shields stay Blue

 

ALSO

User should have control over how transparent HUD elements are.

User should have control over the Color of HUD elements. (the above is just an example)

All HUD elements that are up there are normally up there, I just moved them.

Ship needs to go, its just wasting space. ( no offense but you should be good enough a pilot to get through a warp gate without a ship, if not you would be quickly…that and they made practice maps for a reason )

 

NOTES

  • The Green arrows point to your squad mates and show basic health/distance.  (red dot means they are dead/respawning)

  • The Green arrow with shield points to a friendly you want to Escort. (like the captain or your healer)…again health distance

  • The BIG White arrow points to the guy your targeting …health distance

  • The little red arrows are people who are targeting you.  Big red arrow means they are close, little red arrow means they are far away

  • The BIG yellow arrow is closest missile. 

  • The little yellow arrows are other missiles.

  • 6/1036 6 enemy have lock on you, closest is 1036M.

  • 5/903 is 5 missiles have lock on you, closest is 903 M away…MISSILE warning (The red circle with missile symbol on it) should flash when a missile is tracking you.

  • The Green Shields left of radar are buffs

  • The Red Shields Right of radar are de-buffs

 

Please View all files before you comment.

 

File 1 = Virgin. (what we see in game now.)

File 2 = No Ship in view / HUD color update.

File 3 = Circle Aim Mk2.  ( Aim Ret reworked … Slowly Spins so easy to see, 3 second rotation 2 colors so you cant lose it no matter the back ground color.)

File 4 = Locator Update for Beacons.   ( Blue/Red mix, goes pure Red or Pure Blue when Captured, Letter stays Green for ease of seeing beacon location no mater who caps it)

File 5 = Arrow to target with distance.

File 6 = Aim Mk2

File 7 = Old Aim

 

FILE 8/9  Current final Hud unless anyone else can add something.  8 is 0% Transparent HUD 9 is 50% transparent HUD as example only (as stated we should have control over transparency of HUD)

 

PLEASE REMEMBER, the energy bars need to be adjustable from centered in normal position to centered around radar for player preference.

 

 

“Outstanding job. Most pilots fly only one suicide mission.”

            - Lt. Cmdr. Christopher Sniper

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IMO the cuerrently HUD is way better than what you show us.

Aside from the option to move the radar, I dislike your implementation.  The current one is much more visually pleasing, and no less functional.

Agreed, this is worse than what we got now.

 

Altho the aiming recticle needs a buff and I’d like the ability to see if I’m flying upside down, the rest of the hud is good and working properly.

Ok, please be more specific, WHY is this worse so I can make further tweaks and adjustments, I have the photoshop skills to make a visual for the Dev team to use.

 

Based on what you all said… let me see If I Understand…

 

A - You like the white reticule (even though its easy to lose in a fight) …well funky bacon agrees it needs a buff, but what sort of buff? Give me shape and color ideas and I can show you what it will look like…

B - You like your space ship blocking your screen…

C - You like the radar way off in the upper right forcing you to look away from combat to use it.

 

I can Understand the Tech bar, But finding room for it with the radar placed in a better spot put me in a hard place. That’s why it was moved up.

 

Again tell me WHY you think its bad so I can tweak it.

Tell me what you think would make the HUD better.

Anything less doesn’t help the game at all I’m sad to say.

 

 

P.S. SpaceDash…was SpaceManSpiff taken? : 3

 

 

 

“Explain, whatcha mean? That sucks because I say so!”

        - Any 5 year old

In my opinion, the radar in the top is good. You wouldn’t use it anyway in combat situations.(Atleast I certainly don’t)

The modules etc. on the bottom is much better than in the top for me(I’m used to that, as an EVE player)

 

the aiming reticule, altho easy to lose, is not better in your implementation, I can’t tell exactly why but I don’t like it haha.

 

Edit: I do really like the colors for shield etc. though, altho not really neccesary it is a nice design. 

 

And the beacons etc, I feel like the current one is in a better position and in a slightly better design(less room taking but easy to find when needed) 

You don’t use the radar due to its poor placement, Play FSO or free space open (its free)  After 1 dog fight you will say “put the radar at the bottom!” 

The benefit of its placement at the bottom is you can see it with your peripheral vision making it much easier to track whats going on around you and find your target.

 

I agree with the modules…but ran out of space…maybe I could leave the modules at bottom and put radar dead center top : / you would still see it and the tweak to the hud would be minor then.

 

Why the Aim Ret is bugging you because its built to stand out no matter what, it’s a bit of an eye sore to me as well but you will always see it.

In marketing colors are important, some colors stand out well.  The blue stands out against explosions, the red stands out against anything blue. No mater the back drop you can see your Aim.

 

Suggestions for Aim Rets Welcome, As you can see we have 3 pics up now, about to make it 4 with the new Radar top/Module bottom Design you just inspired

 

The colors for shield etc is nice yes… but makes sure you can tell at a glance what is screwed up.  The human Eye tracks color before it tracks text … or anything else for that matter, you mind will auto associate the color with its stat.  You will get the info and not need to think about it.

 

The Double O was not ment for just beacons … honestly I like how beacons are tracked right now, But I needed something to “mark” to show how easy it would track a hostile ship and didn’t have the screen shot I needed. : )

 

 

 

“To perceive is to suffer.”

        -Aristotle

the 5th imagine is great, if the devs were to make the reticule spin(to make it more obivous when you lose track of it for a moment) it would be near perfect.

only the beacon thing isn’t perfect, I don’t know any better ways for it but I do feel like your system has potential, maybe slightly larger?

You and I are thinking the same thing, But I am unsure of the speed it should spin…maybe one revolution per 3 seconds?  (to fast it will annoy to slow you will lose it)

 

Markers for beacons Hmmm

Check Image 6

 

The Idea is it follows the red/blue mix to ease finding it and then goes pure red or pure blue when captured

 

 

“Fire is bad in high concentrations. so you wanna try and dilute it is as quickly as possible. Try spreading the flames out by passing them to as many other people as you can.”

             - Simmons

hmm, it’s hard to tell what speed would be best without actually seeing it, but I think 2-3 would be best I agree.

 

And the beacon idea is really nice. I have had times where I couldn’t find beacons due to the background hiding them.

 

There was just 1 thought that popped up in my head, what of the effects bar? It would be in the middle/bottom of the radar spot right now. It should stay in an easy to see spot since it’s important in combat.

Will the radar still be visible enough when you make it 50/75% of your current size? so the effects bar can be put right below it without taking up the whole screen?

Totally forgot about that, I moved the radar down a touch as stuff goes up their, and put status effects under the module bar with green(good) red(bad) status effect over tones, may need to go Up a touch more so the timer can go on it…or down a touch so the timer is between the module and the status effect.

 

Input?

 

P.S. dev team just make it so WE can set the spin speed TY! (problem solved lol)

 

“he was a dreamer, a thinker, a speculative philosopher… or, as his wife would have it, an idiot.”

        - Douglas Adams

that’s awesome :smiley: The timer is quite important for sure on the buffs/debuffs so you know whether to GTFO or stay and fight.

 

I also see you added the captains at the top, I was thinking, if you made the beacon HUD(down right) slightly larger could you put it in there? Would make everyone more localized instead of having to get used to different placings for every new game mode.

Little confused, Make the marker of the beacon larger and put something in it?

 

As for the captains/beacons ECT, that’s always been at the top, that’s why I moved the radar down a hair, some things are best left visible but out of the way unless needed.

 

“Act boldly and unseen forces will come to your aid.”

      -Dorthea Brande

Ah, let me explain my thinking there, I was afraid it was a bit weird haha.

 

I meant the beacon info HUD in the bottom right(Where it says 0 = 0 beacon B etc. and make it slightly larger, and when in captain mode, make the beacon info changed with captain info?

Ohhh Gotcha, ok, I didn’t even SEE that beacon thing over there, I am used to the info being where the captain info is right now… Is that little bit of info normally in the lower right corner??

 

Well what ever the case, they should put that info at the top where the “Captain” info is in this HUD demo.

 

That is what your talking about after all and A/B/C or just the active beacon at the top like the have right now will be fine.

 

 

Anything else you all can add to this?

 

“Do I know how to use— of course I know how to use it. Don’t, um. Hey where’s the, um. How do I make it do the thing. The, the… the thing where everything gets closer? Everything gets closer and bigger? How do I do the closer bigger thing?”

           -Lenard Church

Silence? OK so No one has anything else they want me to do to this? no different ideas for the Aim? or Anything? How about you Dev team guys?  Requests are still welcome.

 

“Arrakis teaches the attitude of the knife - chopping off what’s incomplete and saying: 'Now it’s complete because it’s ended here.”

                     - From “Collected Sayings of Muad’Dib” by the Princess Irulan

Honestly i like current HUD, it is minimalistic and very informative, maybe moving radar to the middle is beneficial and having modules around it EvE style, but then it is where you ship`s xxxx on the screen anyways.

 The only things that i would love to add to current hud are and make it perfect:

 - ability to adjust Color/Tone of target and aim, thats it, shapes are fine, easy to see and don’t obstruct vision like your examples

 - Distance to your locked target under direction marker or even under target view screen could do when it is off your screen.

 - Reduce Hull and Shield bars during Ship Info view (default V) when you have plenty of ships on a screen its kinda mess with these huge bars 

 

Regarding your proposal:

  • I would rather have energy/speed/hp bars even more transparent instead of changing colors, those different colors a unnecessary, serves no purpose and only distract you

  • radar as it is i easy to use and very informative, i prefer it this way then the type you are proposing, i would add range circles to the current one though  or ability to adjust zoom on it or make it dynamic zoom 

  • your target/beacon indicators a horrible, they are huge, colorful marks that prevent you from seeing the target itself, there is no reason to do that

  • Current aim mark is way better then the one you are proposing, it is doesn’t obstruct vision and in same time very informative (spread) and easy to aim, only thing is default color/tone.

(1)Honestly i like current HUD, it is minimalistic and very informative, maybe moving radar to the middle is beneficial and having modules around it EvE style, but then it is where you ship`s xxxx on the screen anyways.

 The only things that i would love to add to current hud are and make it perfect:

(2) - ability to adjust Color/Tone of target and aim, thats it, shapes are fine, easy to see and don’t obstruct vision like your examples

(3)- Distance to your locked target under direction marker or even under target view screen could do when it is off your screen.

(4)- Reduce Hull and Shield bars during Ship Info view (default V) when you have plenty of ships on a screen its kinda mess with these huge bars 

 

(1) - Everything In my HUD is in the old HUD, I didnt add anything untill File 7/8 (the arrow pointing to target off screen) Please View files 1 and 2, and you will see it is NOT “where your ships is anyways.” : /

 

(2) - You are correct, in addition to the colors we need the ability to control how transparent or opaque The HUD information is ( Again like in free space 2 ) so we can still see the information but not be blinded by it and have control over the color it is presented to us.  In this sense however the color is even more important as you can still know what is screwed up without having to “look” at it even if its 50% transparent. (see file 7 to 8)

 

(3) that’s actually another thing from freespace, the arrow pointing to the target off your screen is on the edge of the screen to make it easier to lead you to the target, and gives you the distance the target is from you.

 

(4) huge bars? they are 3 pixels wide… please explain, are you talking transparency?

 

Regarding your proposal:

(1)- I would rather have energy/speed/hp bars even more transparent instead of changing colors, those different colors a unnecessary, serves no purpose and only distract you

(2)- radar as it is i easy to use and very informative, i prefer it this way then the type you are proposing, i would add range circles to the current one though  or ability to adjust zoom on it or make it dynamic zoom 

(3)- your target/beacon indicators a horrible, they are huge, colorful marks that prevent you from seeing the target itself, there is no reason to do that

(4)- Current aim mark is way better then the one you are proposing, it is doesn’t obstruct vision and in same time very informative (spread) and easy to aim, only thing is default color/tone.

 

 

(1) - Again If you make things transparent and harder to see, having color is even more vital so you can get the information clearly without having to “look” at it (Again each bar is 3 pixels wide), and once again play “freespace2 open” once, it has all the HUD options your talking about and then some. (see files 7 and 8)

 

(2) - The current radar is in a position that makes you look away from combat…(unless your using a square monitor, then it is close enough to see but most use wide screen now days) Also that radar is just a placement not a “replacement”… Although a UP arrow on the radar so you can reorient yourself to game start position should still be added.

The ability to cycle radar range would also be a hug plus ( again like in free space ) I forgot that, thanks for bringing it up!

 

(3) - Please explain which target/beacon indicators are “horrible” think we have set on the stuff in FILE 7/8.

They are 3 pixels wide for the aim, and 5 for the beacon.

 

Since the game doesn’t “point you” to the OBJ and doesn’t give you an option for this basic feature like every other game. I made it so they are easy to see so you can find the OBJ by glancing around with the mouse while fighting.

 

(4) - How the current aim marker is better is beyond me… It is far to easy to lose said aim marker in a massive fire fight with explosions all around, I am sure we have all had that experience before, (anyone whose flown a Int or Fighter has for sure)  Further, changing the Aim color wont help, if its 1 color then you will lose your AIM on that color, so you need 2 colors that are always visible even against each other.

 

Answers and feed back, keep em coming : )

 

P.S. look at 1 - 8 BEFORE you say something please -.-

 

“Clarity affords focus.”

       -Thomas Leonard

(1) - Everything In my HUD is in the old HUD, I didnt add anything untill File 7/8 (the arrow pointing to target off screen) Please View files 1 and 2, and you will see it is NOT “where your ships is anyways.” : /

 

(2) - You are correct, in addition to the colors we need the ability to control how transparent or opaque The HUD information is ( Again like in free space 2 ) so we can still see the information but not be blinded by it and have control over the color it is presented to us.  In this sense however the color is even more important as you can still know what is screwed up without having to “look” at it even if its 50% transparent. (see file 7 to 8)

 

(3) that’s actually another thing from freespace, the arrow pointing to the target off your screen is on the edge of the screen to make it easier to lead you to the target, and gives you the distance the target is from you.

 

(4) huge bars? they are 3 pixels wide… please explain, are you talking transparency?

 

 

 

(1) - Again If you make things transparent and harder to see, having color is even more vital so you can get the information clearly without having to “look” at it (Again each bar is 3 pixels wide), and once again play “freespace2 open” once, it has all the HUD options your talking about and then some. (see files 7 and 8)

 

(2) - The current radar is in a position that makes you look away from combat…(unless your using a square monitor, then it is close enough to see but most use wide screen now days) Also that radar is just a placement not a “replacement”… Although a UP arrow on the radar so you can reorient yourself to game start position should still be added.

The ability to cycle radar range would also be a hug plus ( again like in free space ) I forgot that, thanks for bringing it up!

 

(3) - Please explain which target/beacon indicators are “horrible” think we have set on the stuff in FILE 7/8.

They are 3 pixels wide for the aim, and 5 for the beacon.

 

Since the game doesn’t “point you” to the OBJ and doesn’t give you an option for this basic feature like every other game. I made it so they are easy to see so you can find the OBJ by glancing around with the mouse while fighting.

 

(4) - How the current aim marker is better is beyond me… It is far to easy to lose said aim marker in a massive fire fight with explosions all around, I am sure we have all had that experience before, (anyone whose flown a Int or Fighter has for sure)  Further, changing the Aim color wont help, if its 1 color then you will lose your AIM on that color, so you need 2 colors that are always visible even against each other.

 

Answers and feed back, keep em coming : )

 

P.S. look at 1 - 7 BEFORE you say something please -.-

 

“Clarity affords focus.”

       -Thomas Leonard

A) Radar - i have zero problem glancing onto the radar on top right, even though if radar would be center bottom it would be a bit easier, but not much. Center top is unacceptable by me - that area is what in front of you and going to block your vision of the game

B) Changing colors of HP bars - most likely matter of taste but changing color and then making them more transparent will have same result as it is now - so what’s the point to begin with? I have no problem feeling what status of my ships is without focusing on them as is, i don’t see when i don’t have to, having different colors would bring HUD overlay from background feel to foreground for me and i would see them more often when i don’t need to, it will kill the feel of deepnes of the screen, making a focus wall in a middle of a view.

C) Target direction pointer on side of a screen - imho when you have huge xxxx wide screen monitor is bad, it is easier to find your target marker when they are done the way they are now (just add distance to perfection), it is most efficient way to have markers, only thing you can do is change shapes or colors - but why would you do that? it is good as is.

D) Current implementation of Beacon markers are very good, they are invisible as long as you are not looking for them, they have that background feel as well, so making them 3 pixel wide colorfuls brackets just bringing them to foreground of your perception - not needed at all. Again you will see and notice them every time you get them on your FOV even if you don’t need that, during dog fight or sniping or just circling around.

E) Aim marker:

  • a) I don’t understand how you lose track of it (interceptor/fighter/ w.e.) (and simple change of tone/color will fix that anyways, not every tone is used in a game for special effects/objects) 

  • b) making it that much bigger and thicker will make it overlay on top of your target in way that you don’t actually see your target, especially when it is 6k distance and it is interceptor, with current one you can still see pretty good. I want to look and shoot at targets not at the marker.

 

At the end i don’t understand point of your thread - there is absolutely no need for reworking elements of a HUD at this stage of the game, no one is going to do that and it is well done anyways. Yes there are some small things that could improve it, but again, there is no urge need to do it now. 

 

P.S. purpose of HUD is making it feel like overlay over existent objects and be persistent, be in background , be needed when needed and not distract from bigger picture,(again current one is almost perfect in this sense) The one you are making, combined changes of HP bars+Beacon markers+aim will make it so it is in front of you and everything else is in a background.

P.P.S. i am against 1st view - it will limit your FOV by a lot, putting you in a disadvantage against players with 3d view, and limiting your ability to navigate through space. when you have 1st view you haev to tie your screen to the center of your ship, and try and fly frigates like that, or try to track a target circling around it.

 Basically forced 1st view will kill balance of the game 

I think the best option is to make all HUD objects customizable like in Freespace 2 - moving them, changing colors, to be displayed or hidden, eventually different appearences, all at the player’s choice since everyone’s personal preferences enter in play here.

 

Take a look at the aiming reticle thread too, might spot something:

[http://forum.star-conflict.com/index.php?/topic/19611-losing-track-of-your-aiming-reticle-make-it-more-noticable/](< base_url >/index.php?/topic/19611-losing-track-of-your-aiming-reticle-make-it-more-noticable/)

 

PS: seeing passive / inactive mods should also be an option in battle. Why? When i fly my guard i change it’s fittings depending if i play with a squad or solo, sometimes i forget to do it because i don’t see the current mods on the ship, so that would give us a heads up in the first 1-2 battles like ‘hey! wrong setup there…’.