That would just bring us back to "hud must be clear and easy to read" problem. A failing HUD, flickering and whatnot is annoying and prevents a constant clear message to the player. For SP I'd had said yes, but MP? No.
I'm not saying lasting damage that you'd have to live with, but lets face it, how much are you using your HUD when a skulk is biting your head off? In these situations when you're either going to die, in which case it doesn't matter, or make a split second life saving kill after which your HUD will return to normal. In this situation what's the problem with some ambient effects on the HUD operability?
It'd really be a lot less worse than when you're flashed in CSS
This is a great idea. I'll definitely experiment with a curved HUD when the time comes. The examples posted so far probably curve a bit too much for my tastes though, so I presume the effect would end up being rather subtle.
Also, for those worried about legibility, take note of the fact that I won't ever sacrifice that for aesthetics. Form will always follow function. Both the designer and the hardcore, competitive gamer in me wouldn't have it any other way.
schkorpioI can mspaintJoin Date: 2003-05-23Member: 16635Members
edited August 2007
<!--quoteo(post=1643730:date=Aug 14 2007, 10:45 PM:name=Scythe)--><div class='quotetop'>QUOTE(Scythe @ Aug 14 2007, 10:45 PM) [snapback]1643730[/snapback]</div><div class='quotemain'><!--quotec--> That's a screenshot of Star Wars: Republic Commando. Great game.
<!--QuoteEnd--></div><!--QuoteEEnd-->
the main thing I get worried about when i hear/see curved huds is - look at how much screen space is eaten up but the inside of the helmet - curved fonts i'm not so worried about
the plus side of a curved hud/visor is that you can do all of that rain drops and goo spalts on it <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
/offtopic great game <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> pitty it was missing co-op, and pitty deathmatch took out all of things that made single player so fun - like zooming in / ironsights for more accuracy
<!--quoteo(post=1643908:date=Aug 15 2007, 02:33 PM:name=niaccurshi)--><div class='quotetop'>QUOTE(niaccurshi @ Aug 15 2007, 02:33 PM) [snapback]1643908[/snapback]</div><div class='quotemain'><!--quotec--> I'm not saying lasting damage that you'd have to live with, but lets face it, how much are you using your HUD when a skulk is biting your head off? In these situations when you're either going to die, in which case it doesn't matter, or make a split second life saving kill after which your HUD will return to normal. In this situation what's the problem with some ambient effects on the HUD operability?
It'd really be a lot less worse than when you're flashed in CSS <!--QuoteEnd--></div><!--QuoteEEnd-->
i cannot see why the hud should flicker or anything, i suspect that marines use digital technology, and if alien didnt damage circuits/cables etc or causes electro-magnetic fields i can only imagine that hud may flicker due tue sudden movements, maybe more like projector bob
while typing i lost my own point , cos its obviuos that aliens can damage equip and nanobots repair them lol ;d
It's purely an asthetic thing, it doesn't matter about what the "story" is behind it, it would be undoubtably cool if you can tell you're being attacked by more than just the "ugh" sound that your marine makes. A sudden jolt could still easily cause internal components to fault for split seconds. As I say, you don't have to make it something that genuinely affects marine gameplay, just that really aesthetically hits home that you're being attacked close range.
How about an option, cl_curvedhud 1 or something...and at 0 it would just be flat and smaller text to take up less screen space, just look at the knife competitive gaming pack-- the hud is TINY but it works great. (It looks like crap though but im not saying the new one should)
Comments
It'd really be a lot less worse than when you're flashed in CSS
Also, for those worried about legibility, take note of the fact that I won't ever sacrifice that for aesthetics. Form will always follow function. Both the designer and the hardcore, competitive gamer in me wouldn't have it any other way.
That's a screenshot of Star Wars: Republic Commando. Great game.
<!--QuoteEnd--></div><!--QuoteEEnd-->
the main thing I get worried about when i hear/see curved huds is - look at how much screen space is eaten up but the inside of the helmet - curved fonts i'm not so worried about
the plus side of a curved hud/visor is that you can do all of that rain drops and goo spalts on it <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" />
/offtopic great game <img src="style_emoticons/<#EMO_DIR#>/smile-fix.gif" style="vertical-align:middle" emoid=":)" border="0" alt="smile-fix.gif" /> pitty it was missing co-op, and pitty deathmatch took out all of things that made single player so fun - like zooming in / ironsights for more accuracy
I'm not saying lasting damage that you'd have to live with, but lets face it, how much are you using your HUD when a skulk is biting your head off? In these situations when you're either going to die, in which case it doesn't matter, or make a split second life saving kill after which your HUD will return to normal. In this situation what's the problem with some ambient effects on the HUD operability?
It'd really be a lot less worse than when you're flashed in CSS
<!--QuoteEnd--></div><!--QuoteEEnd-->
i cannot see why the hud should flicker or anything, i suspect that marines use digital technology, and if alien didnt damage circuits/cables etc or causes electro-magnetic fields i can only imagine that hud may flicker due tue sudden movements, maybe more like projector bob
while typing i lost my own point , cos its obviuos that aliens can damage equip and nanobots repair them lol ;d
And not to forget, oh so cool.
You mean halo 1? Oh thats right... they relabeled it "#3"... *sigh*