| HUD AFK Work - Fresh New Design | |
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+6Altureus sceluk Lephenix SharkYbg Mandosis Krym0r 10 posters |
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Krym0r
Posts : 33 Join date : 2012-11-11 Age : 32 Location : UK - Manchester
| Subject: HUD AFK Work - Fresh New Design Tue Feb 12, 2013 5:51 am | |
| Hi all! I do apologize for being away for so long, but im not finding the time to log in and work while on skype. I havent been idle though and im working a new concept. I require feedback from mister Archer and Ben, can someone point them here? as I might not be available on skype. so here we go: V3: - Image:
Feedback and suggestions welcome as usual. Ill be looking at the forum from here on till I can return to the skype more actively. Thanks Krym0r
Last edited by Krym0r on Sun Jun 23, 2013 9:11 am; edited 2 times in total | |
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Krym0r
Posts : 33 Join date : 2012-11-11 Age : 32 Location : UK - Manchester
| Subject: Re: HUD AFK Work - Fresh New Design Tue Feb 12, 2013 5:56 am | |
| Ok so here are the two possible map displays: Which do we think? I presonally prefer 2. | |
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Mandosis
Posts : 47 Join date : 2013-01-22 Age : 28 Location : United States
| Subject: Re: HUD AFK Work - Fresh New Design Tue Feb 12, 2013 11:08 am | |
| It looks really good! As for the map i think i like number 1 the best. | |
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SharkYbg Polygon Smith
Posts : 137 Join date : 2012-11-04 Age : 31 Location : Bulgaria
| Subject: Re: HUD AFK Work - Fresh New Design Tue Feb 12, 2013 7:42 pm | |
| The second map looks better to me because you can focus more on the map. The glow on the first is too much. Best is to see how it looks on some screens with gameplay. Maybe take a screenshot from BF2 and replace the HUD with yours.
I know you haven't work much on it but why not try make all this glow kinda blueish like a hologram. It might turn interesting. Or experiment with different colors.
The placement of the map should be on the top right corner. It's used this way almost everywhere but i think that's the best place. Also it blocks a lot of the screen at the bottom. | |
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Lephenix Polygon Smith
Posts : 248 Join date : 2012-11-05 Age : 29
| Subject: Re: HUD AFK Work - Fresh New Design Wed Feb 13, 2013 4:57 am | |
| I love this version of the mini map: Great job so far. | |
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sceluk void Work();
Posts : 364 Join date : 2012-11-07
| Subject: Re: HUD AFK Work - Fresh New Design Wed Feb 13, 2013 12:03 pm | |
| Yeah, I like the UI. Nice, clean and simple. GJ Maybe a hotbar or something for the special attacks, but that can come later (when we figure the specials out). | |
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Krym0r
Posts : 33 Join date : 2012-11-11 Age : 32 Location : UK - Manchester
| Subject: Re: HUD AFK Work - Fresh New Design Wed Feb 13, 2013 9:54 pm | |
| Could anyone send me a 1080p screenshot of BF2, so I can see how it looks on there? | |
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Lephenix Polygon Smith
Posts : 248 Join date : 2012-11-05 Age : 29
| Subject: Re: HUD AFK Work - Fresh New Design Thu Feb 14, 2013 1:00 am | |
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sceluk void Work();
Posts : 364 Join date : 2012-11-07
| Subject: Re: HUD AFK Work - Fresh New Design Thu Feb 14, 2013 8:45 am | |
| Oh yeah, I knew something was missing. Energy bar and HP bars for the enemies. | |
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SharkYbg Polygon Smith
Posts : 137 Join date : 2012-11-04 Age : 31 Location : Bulgaria
| Subject: Re: HUD AFK Work - Fresh New Design Thu Feb 14, 2013 8:56 am | |
| HP bar and energy bar are needed for sure. Not sure if the white lines are for the health though. It needs to be more distinctive, But honestly i don't find the HP bar of the enemies good thing unless its for vehicles vs vehicles only.We can put it later on a kill cam maybe but during fight? We need a map to test it !!!! | |
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Altureus Lead 3d guns Artist
Posts : 126 Join date : 2012-11-28 Location : Pilot Hill, CA
| Subject: Re: HUD AFK Work - Fresh New Design Thu Feb 14, 2013 12:47 pm | |
| For the objectives, they need to be angled the opposite where the left side is slightly up, and the right side is slightly down. You should post another picture of the map upgraded with the style everyone likes. IMO I think you should have a very small white contour like the first one, and still keep those little sharp edge things too, but let's see what it looks like first. And I think the white underlay for the ammo, weapon, and Imp/Rebel reinforcements is a little too bright, maybe lessen or darken those a little and would look even better. I'm just trying to see how it would look in game. I feel like that bright white might be too distracting. But who knows maybe it will be fine. We'll be able to really figure it out once we have a working game. I like how you put the emblem for which side the player is on, to the upper right of the minimap, clever. I also like how you chose red for Rebel renforcements, and blue for Imperials. Blue and grey are Imp colors, while red is rebel. Great job! | |
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sceluk void Work();
Posts : 364 Join date : 2012-11-07
| Subject: Re: HUD AFK Work - Fresh New Design Fri Feb 15, 2013 5:21 am | |
| We need to test this in game, so right now, slight color variation suggestions are a bit useless (not to say anyone's feedback is bad..far from that). But stuff looks much different in game then on 'paper'. We need to get up to speed on the code (which I'm working on ), so we can start testing graphics-wise. Other than that, great job man, looks pro! | |
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Krym0r
Posts : 33 Join date : 2012-11-11 Age : 32 Location : UK - Manchester
| Subject: Re: HUD AFK Work - Fresh New Design Fri Feb 15, 2013 8:05 am | |
| Hi all thanks for all the feedback. After speaking to cam, we considering starting again from scratch but in a different color and design all together. So, here a new draft. Ill be using feedback from all these draft to help find the correct balance of different assets for the HUD | |
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Gen_Rhys_Dallows
Posts : 24 Join date : 2013-02-05
| Subject: Re: HUD AFK Work - Fresh New Design Fri Feb 15, 2013 10:13 am | |
| Here's a few BFII shots with the HUD disabled, might make the mockups somewhat easier: - Spoiler:
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Schlechtwetterfront
Posts : 446 Join date : 2012-11-05
| Subject: Re: HUD AFK Work - Fresh New Design Sat Feb 16, 2013 12:51 am | |
| I definitely like that one more than the first version, Adame. I'm not a fan of large crosshairs, maybe try something a bit more SWBF 1-ish? And you're missing the health bar. Where would that fit in? | |
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Krym0r
Posts : 33 Join date : 2012-11-11 Age : 32 Location : UK - Manchester
| Subject: Re: HUD AFK Work - Fresh New Design Sat Feb 16, 2013 5:21 am | |
| @Gen_Rhys_Dallows
Thanks bud! I needed that!
@Schlechtwetterfront
Im looking at changing that, its definitly non final. Im wondering if a simple circle would do, perhaps with a dot in the middle...
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Altureus Lead 3d guns Artist
Posts : 126 Join date : 2012-11-28 Location : Pilot Hill, CA
| Subject: Re: HUD AFK Work - Fresh New Design Sat Feb 16, 2013 9:51 am | |
| What are those three circles on the right? I don't know....I like it, but I think a more neutral color would be better for the color of the HUD, like grey, white, black. And you said it wasn't going to be as square right? That and the color are the only things I don't like about it as much as your orginal. Great work though, Everything is starting to fall into place. | |
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Lephenix Polygon Smith
Posts : 248 Join date : 2012-11-05 Age : 29
| Subject: Re: HUD AFK Work - Fresh New Design Sat Feb 16, 2013 10:05 am | |
| - Altureus wrote:
- I think a more neutral color would be better for the color of the HUD, like grey, white, black.
And you said it wasn't going to be as square right? That and the color are the only things I don't like about it as much as your orginal. This. | |
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Schlechtwetterfront
Posts : 446 Join date : 2012-11-05
| Subject: Re: HUD AFK Work - Fresh New Design Sat Feb 16, 2013 11:52 am | |
| Disagree with neutral, especially with grey. A lot of SWBF2's HUD is grey, and it's horrible. I'm still for blue. Because Holo. And a bit more glowy. Like, the current one but with a slight glow, similar to a drop shadow behind it. I agree with the blockyness, it should be a bit more round at the edges. | |
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Altureus Lead 3d guns Artist
Posts : 126 Join date : 2012-11-28 Location : Pilot Hill, CA
| Subject: Re: HUD AFK Work - Fresh New Design Sat Feb 16, 2013 5:05 pm | |
| Blue might work. We'll have to see, I just don't think red because that's associated with Rebels. | |
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Gen_Rhys_Dallows
Posts : 24 Join date : 2013-02-05
| Subject: Re: HUD AFK Work - Fresh New Design Sat Feb 16, 2013 6:50 pm | |
| Could have an RGB slider thing to let players choose the color they want.
OR you could arrange it by faction:
Rebel/Republic - Red Empire/CIS - Blue
Last edited by Gen_Rhys_Dallows on Mon Mar 04, 2013 2:23 pm; edited 2 times in total | |
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Altureus Lead 3d guns Artist
Posts : 126 Join date : 2012-11-28 Location : Pilot Hill, CA
| Subject: Re: HUD AFK Work - Fresh New Design Sat Feb 16, 2013 7:25 pm | |
| That would be cool too. I've always liked customization. I definitely think we should incorporate that into this game, also eventually our own custom classes as well or at least the looks of them. | |
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rocknroll237 Admin
Posts : 311 Join date : 2012-11-04 Age : 33 Location : Somerset
| Subject: Re: HUD AFK Work - Fresh New Design Sat Feb 16, 2013 9:31 pm | |
| Guys, if you're going to post images that DON'T NEED to be huge, resize them using this: http://www.picresize.com/If they HAVE TO BE BIG, use the 'spoiler' function on the post editor. Thanks! | |
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Krym0r
Posts : 33 Join date : 2012-11-11 Age : 32 Location : UK - Manchester
| Subject: Re: HUD AFK Work - Fresh New Design Sun Feb 17, 2013 10:36 am | |
| - rocknroll237 wrote:
- Guys, if you're going to post images that DON'T NEED to be huge, resize them using this: http://www.picresize.com/
If they HAVE TO BE BIG, use the 'spoiler' function on the post editor.
Thanks! AYAY CAP'N | |
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Krym0r
Posts : 33 Join date : 2012-11-11 Age : 32 Location : UK - Manchester
| Subject: Re: HUD AFK Work - Fresh New Design Mon Mar 04, 2013 11:41 am | |
| New style update : AMMO and HP/SH bar Dont mind the colors too much as it will be semi transparent | |
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