Media Release

Started by frvge, April 23, 2010, 08:15:49 PM

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tigaer

Quote from: tigaer on April 25, 2010, 07:30:08 PM
as the focal point of anybody playing will be the center 60%~ of the screen, not the edges.


QuoteI'm not saying people have tunnel vision, but the majority of the time the player will be focusing on the area where the reticle is, and glancing at other parts of the screen, not the other way around. If these things become a problem during playtesting, they'll be changed. Right now they're fine.

This is what I said. Don't take what I say out of context by saying that i said every player has tunnel vision and only plays in the ~60% I was talking about.



Illustration of what I mean. A player will be playing in the green area most of the time, not running around looking at the edges of the screen. That's why the flashlight shines in the middle of the screen and not the edges, that's why the reticle is in the center not the edges, so it is actually fact that players use that area most of the game. I'm not saying that the player doesn't glance at the other areas, because I know full well I do, but you don't play the entire match staring at the outer portion of the screen.

I really think it's going to be impossible to please you anyway because you hate HUDs, so you won't like anything we do because it restricts your FOV by 5%.

QuoteIf these things become a problem during playtesting, they'll be changed. Right now they're fine.

Read this again. If they become problems, they'll be changed. Right now I'm busy with other things and I don't want to go back and redesign the Merc HUD to fit your needs when I could be doing something else and getting more done instead of going backwards.

I'm gonna say it again, we're not idiots making PS, we all played CT too. so stop acting like we don't know anything about the game that is driving us to make it even better.

Gawain

so exactly what deep insight on ct caused you to think putting a nautical compass in the hud was a good idea?

when i was asking about how the other sound directions are indicated, i was especially worried about front and back indicators. did you completely forget about those?

the reason why you think you can't satisfy spekkio is simple: you contradict yourself in so many ways. however, the crucial point is that you think putting stuff between you and the game world enhances immersion in it.

tigaer

#62
When I said top, bottom, left and right, I meant front, back, left and right. My bad.
If you hate the compass so much, we'll make the option to toggle it on and off, if it stays. I like it because it adds to the artistic elements of the HUD. I've always liked detailed HUDs (games like GRAW on 360, Metroid, Halo 3) so I wanted to bring that to Project Stealth, for both the immersion and my portfolio.

And how do I contradict myself?

Gawain

#63
immersion happens when you feel you're inside the game world. if you put a hud between you and the world, it's counterproductive.
though i have to say, i really like that you're using only very thin lines in your hud, and i also like the overall look.
i understand that you wanna create something nice for your portfolio, but right now it's like those annoying cameramen on concerts panning and moving all around trying to be the artist instead of letting the audience focus on the band and the music.
my suggestion is to show off with some useful augmented reality stuff (like good objective location, teammate, alarm indicators in 3d space) in screenshots rather than ridiculous stuff like a nautical compass on land.
some small arrow around the radar/minimap indicating the direction the player is headed is all that's needed.
what's also plain stupid is that the sniping view takes up that little screen space, and camnet view has blurry edges. you say a curved hud is more realistic based ond the model (wrong btw), but yet you get basic stuff like this wrong.

AgentX_003

I for one am tired of the bitching, I Know where tigaer is going with this , with having the compass in place..

because for those fuck tards who dont like to use a mic, They can pin point your location by saying where they got cammed if its ne , nw , etc.


-Thanks Murdy for da Sig <3  xD

Gawain

you should see your mate's location at all times in the first place...

tigaer

Well yeah, I used to play Ghost Recon 2 all the time, and in multiplayer everybody used the compass to call out. It was really cool and interesting hearing "in the trainyard SW corner" and everybody starts moving there. That was one of the reasons of adding it into the HUD, saying or pressing a callout key (similar to Shadowrun or tagging in Bad Company 2) and pops up "Spy in NW corner of Docks". It could even show up on the HUD when your teammate shoots a spy a few times. It'd help for people without mics and would just be useful in general. But that is just a concept I was thinking of.

Farley4Fan

I don't think a compass is necessary in these kinds of maps.  The rooms are identifiable in SvM whereas the maps in Ghost Recon 2 are very open and there are little points of interest.  I can understand a compass in that game because if there are just a bunch of trees on the map and nothing else, how will you notify your team about an enemy's location?  In CT, you can just say "Rafters, Greek" or "Below Steam".  I'm guessing the maps will be made in the same fashion for PS, where there are easily identifiable rooms and areas.


Spekkio

#68
QuoteI really think it's going to be impossible to please you anyway because you hate HUDs, so you won't like anything we do because it restricts your FOV by 5%.
No, I don't hate HUDs...I hate nonfunctional HUD clutter. There is a clear difference. I said on the first page that kebab or whoever's making these management decisions should've given you a clear goal regarding the HUD design: simple, functional, and easy to read. Apparently he didn't do that, and you decided to try to reinvent the wheel.

The problem is exacerbated by the nature of the game. In a game like Metroid Prime, some HUD clutter isn't as meaningful because it's single-player and your opponents aren't trying to sneak around on you all the time.

tigaer

Alright, well when you decide to reply to my entire post and not nitpick it and reply to what you want to while personally attacking me (which you've done almost every time), then I'll have a conversation with you. You obviously don't know how to have a civilized conversation.

neth

Great job tigaer, HUDs look really professional
Screw whiners

VaNilla

Quote from: Spekkio on April 29, 2010, 01:16:19 AM
QuoteI really think it's going to be impossible to please you anyway because you hate HUDs, so you won't like anything we do because it restricts your FOV by 5%.
No, I don't hate HUDs...I hate nonfunctional HUD clutter. There is a clear difference. I said on the first page that kebab or whoever's making these management decisions should've given you a clear goal regarding the HUD design: simple, functional, and easy to read. Apparently he didn't do that, and you decided to try to reinvent the wheel.

The problem is exacerbated by the nature of the game. In a game like Metroid Prime, some HUD clutter isn't as meaningful because it's single-player and your opponents aren't trying to sneak around on you all the time.

State how the HUD isn't simple, functional, or easy to read. Also name one piece of clutter on the HUD.

Gawain

Quote from: STON3COLDKILLA on April 29, 2010, 01:07:26 PM
State how the HUD isn't simple, functional, or easy to read. Also name one piece of clutter on the HUD.
you obviously didn't even bother to read spekkio's posts, so stfu.

Westfall

#73
Quote from: tigaer on April 28, 2010, 12:47:35 AM
I thought it was common sense when I said it'll act exactly like the SD. Meaning, if it's on your floor it won't show any idication other than the directional ones. The directional and above/below indicators are two totally different pieces, the directional ones are shown in bars, while the above/below indicators are shown in a blinking glow at the top/bottom.

Forgive me for lacking common sense, but I don't even see the directional indicators in the screen shot. If they aren't there and I'm just not aware of it, then I would wish for a screen shot showing it since this set-up isn't exactly the most ideal. I would even ask for the group to revise the sound detector since it plays such a vital role for the merc hud. If I'm the only one, let me know, but I don't want to have to stare at the sides of my screen for directions to the spy. It's more distracting than all of the other eye candy on the screen, like the ever so useful compass........The CT SD was better than the PT SD.

Edit: To go along with Rambo, how the fuck do you know if the spy is in front of you or behind you? Will the top lines ping? Doesn't that mean they are above you? Put the sound reticule back on the merc's aim.

theDuke

I like what I see, good job.

@Westfall: I reckon the long curved lines will indicate above and below and the rectangular ones behind or in front. I might be mistaken.

+ I am very fond of the symbols you use for the gadgets.
+ the overall design looks actually pretty neat.

- We really dont need to see the compass. But if there's an on/off option we can all decide for ourselves.
- The curved lines at the top and bottom are just a little bit obtrusive. Maybe you can fade them out even more like you did with the directional indicator.

I agree with neth. Fuck the whiners and brown nosers. Constructive criticism is always good but people like to criticize more than help and tend to take their own opinion as facts.