Discussion in 'Under Consideration' started by Reznov, Apr 24, 2014.
Infantry is gray, buildings are red and vehicles are red. Done.
Alright, I got it done for weapons so far. If you wanna have a look at it, download this file "Hud Suggestion v1.0".
Backup the original "guns" folder in "empires/empires/materials/vgui/" and then replace it with the new one. I'll update the first post again.
I need an idea for the tools though like "Mines, Armor, Calc, ..." though.
Mines is though because it is effective in many ways on each category, etc...
@Spartacus: I don't want to make new players think that the calc is used for combat, by that I mean an engineer running to a damaged heavy tank and dieing to it because he got driven over, so that is why I really don't want it to have symbols indicating damage for deconing so it won't encourage them. Also the health bars on those objects already show that if you press your primary mouse button on them, they will either gain health or lose health.
You make them think it's not for combat by communicating that it does shitty damage.
Also, that bit of the gui is being redone, so it may be a while.
Sorry to chime in only quickly and not having read the majority of the thread.
I just want to leave two thoughts here:
Why only limit it to damage? (include accuracy, fire rate, mag size maybe)
Why not represent it in bars, which are easy to compare between weapons?
I can't really fit in all that information without having to reduce the weapons imagine into a toy sized gun, so I had to reduce it to basic information which gives players the idea on how much damage the weapon does to those 3 types of enemies. I really didn't want this to be a detailed graph on how well the weapon is compared to others, instead show what the weapon is used for.
Yeah I guess you are right about that... well, I'll add symbols for tools which can do damage to enemies like the Calc and Mines.
Well I don't know if its the same for everyone but, the damn class selection takes up 80% of my screen space. So even if you shrink the weapons down a bit... they will still be very huge leaving plenty of space for extras in there.
Its possible to use a bar as firewarrior said.
Where each pic is now... have a bar with 3 different levels: Low, med, and high. Even color blind people can see that shit.
As I've stated before, the texture is really not that large, it is just 256x128 pixels. It looks huge ingame because it gets scaled up.
However, if you rotatet them by 90°, the image would use only a small portion of the left space. Might fit in some bars to the right of it then.
As far as the class-overview goes, you could keep the icons.
I think you should change the emblem you used for structures into like a house because it looks like the infantry one but hes waving his arm over his head, and the vehicle one looks more like a building especially with a overview on it instead of going for a view on it's side.
A tank silloute would look better on the side than a over head hanging view and the house one is more recognized as a building.
I kind of agree, but the example you provided is kinda fugly. At least the bird's eye view things are better-looking and fit in the game, you see those things in the game all the time.
This is early alpha
If you donate 20$ you can alpha test my pictures.
I should have mentioned that I noticed, my bad :p
more pictures of progress.
I nearly spat my tea out :/
You forgot to mention that for that $20 you will totally ignore his feedback and suggestions.
Have to agree with teef, the side view for tanks and buildings is much clearer than the current idea
for colorblind put a plus, a minus, and a circle to indicate effectiveness
We don't cater to minorities here.
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