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Forum

HUD

Wed, 21 Jan 2009 12:54:47

RambOrc

Time to design the KRPG HUD. Suggestions/requests/questions in this thread please.
Wed, 21 Jan 2009 16:25:07

Firebrand

First question <!-- s;) --><img src="{SMILIES_PATH}/orc9.gif" alt=";)" title="Wink" /><!-- s;) -->, should we use the HUD we used for KMOD 3.x, in which, instead of having the experience and level floating around the screen we had it all included in the statusbar? Another one comes to my mind, should we use bars like in KA to display the experience required for the next level?
Wed, 21 Jan 2009 16:53:11

RambOrc

I think the "floating" stuff is crude and ungainly. I would prefer all stuff to be on something like the original Hexen HUD. There could be an option to have only a few numbers "floating" and no HUD visible, but it shouldn't be the standard. Another question is, do we want the Hexen style HUD (i.e. one design bar at the bottom) or a more complex HUD with either a bar on the top too or on the left or right side?
Wed, 21 Jan 2009 17:40:09

Stryker

IMO I think a bar on the top and bottom will work good. But I guess it is mostly dependent on what would be shown on the HUD and how much of it... - Current Experience - Needed Experience - Current Level - Health & Mana - Armor - Location (Perhaps? Not sure if its possible or needed) - Perhaps a larger inventory view? Rather than just one item at a time. - Is it possible to implement a small compass of sorts to help with exploration? (Such as the compass Oblivion uses) Just some ideas I could think of right away and wanted to throw out for any possible discussion. I'm not trying to make it too complex, but I'm rather trying to make it easier for explorations, which if I understand correctly is what lots of KRPG will be, and ease of use as well. EDIT: Almost forgot, the floating numbers and the such can possibly be used in a basic form (like KMod or KA) perhaps when you "zoom" in the hud enough. Hexen already has something of this implemented. I think that should be the way we use those.
Wed, 21 Jan 2009 18:57:01

RambOrc

For SE, a compass is pretty pointless since there is no seamless world and inside the dungeons it doesn't matter which way is north.
Wed, 21 Jan 2009 19:32:10

Firebrand

I would prefer a single bar at the bottom (maybe 2, one at the top and one at the bottom), adding extra bars to the sides would make things look too cramped up IMO <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) -->, we should only show the most basic stuff in the HUD, the rest could be displayed in the journal and/or spell book. Technically speaking, the original HUD was built using a 320x200 screen IIRC, while Vavoom uses a base resolution of 640x400, so we can use a bigger image for the statusbar, journal, etc. and distribute the values to our liking on it <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) -->.
Wed, 21 Jan 2009 20:25:23

Stryker

[quote="RambOrc":10fb7hbs]For SE, a compass is pretty pointless since there is no seamless world and inside the dungeons it doesn't matter which way is north. Well, was just throwing out some ideas. Right now I'm pretty clueless as to how the world of SE will fit together, so I wasn't sure what to think in that sense. I do agree with FB on how many stats and the such, should be on the screen, we should try for one just bar... However, if we do need extra then i don't see maybe a thinner bar (?) on top of the screen hurting gameplay at all. But is it also possible to perhaps make options for what should be on screen, so that the player can adjust to their liking?
Wed, 21 Jan 2009 20:50:34

RambOrc

I'm also for extending the Hexen bar graphics to left and right to cover the whole 640 pixels, that should allow us to add a lot of stuff in it. Important is that everything is displayed there, right now taking screenshots in KRPG is kinda counter-productive. <!-- s;) --><img src="{SMILIES_PATH}/orc9.gif" alt=";)" title="Wink" /><!-- s;) -->
Thu, 22 Jan 2009 02:08:02

Stryker

Another reason I brought up a compass was that Oblivion's compass had it so you could tell where nearby caves/shrines/other places of interest were just by looking at it. I was wondering if perhaps we wanted to somehow implement this, or something like this, into it, if it is even possible. But doing that might be difficult without using a compass, and it may also lower the sense of exploration. So I'm not sure about that. Still... I'm just here mostly to throw ideas out onto the field and watch them get kicked off almost right away. <!-- s:P --><img src="{SMILIES_PATH}/orc4.gif" alt=":P" title="Razz" /><!-- s:P -->
Thu, 22 Jan 2009 13:43:55

Crimson Wizard

[quote="Stryker":3k47fle0]Another reason I brought up a compass was that Oblivion's compass had it so you could tell where nearby caves/shrines/other places of interest were just by looking at it. I was wondering if perhaps we wanted to somehow implement this, or something like this, into it, if it is even possible. It is possible, but I doubt it has any sense. In Oblivion you have huge seamless world, in our game its divided on relatively small locations. And player travels in global map mode, where you do not control your movement and just watch how character walks along the road.
Thu, 22 Jan 2009 17:08:31

Firebrand

[quote="Stryker":99bmh2id]Another reason I brought up a compass was that Oblivion's compass had it so you could tell where nearby caves/shrines/other places of interest were just by looking at it. I was wondering if perhaps we wanted to somehow implement this, or something like this, into it, if it is even possible. But doing that might be difficult without using a compass, and it may also lower the sense of exploration. So I'm not sure about that. It could be implemented by displaying some special things on the automap, unfortunately, the automap isn't very easy to tweak on Vavoom progs, so it would require some more tweaking to other more complex things, but it's definitely possible <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) -->. OK, it seems we are agreeing on using a high resolution for the HUD, now, the next question would be, what stats do you think are the most important to display on the statusbar?
Thu, 22 Jan 2009 17:11:57

Stryker

- Current Experience - Needed Experience - Current Level - Health & Mana - Armor Those are the ones I see as being absolutely needed. But that is somewhat obvious. I'm not really sure what other stats there are to show, however. So I can't really give any additional suggestions. (I've been so out of production recently that I am completely lost ATM)
Thu, 22 Jan 2009 17:16:07

Firebrand

[quote="Stryker":3azkdey1]- Current Experience - Needed Experience - Current Level - Health & Mana - Armor Those are the ones I see as being absolutely needed. I agree, to those I would add: - Active Inventory Item - Active Spell Anyone has other suggestions? <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) -->
Thu, 22 Jan 2009 17:18:28

Stryker

[quote="Firebrand":1jmwxbvf]- Active Inventory Item - Active Spell Oh yeah, duuh. I can't believe I forgot those ones. I don't think there is really that much else to add, but as you've noticed I've been corrected alot in this topic alone. <!-- s:P --><img src="{SMILIES_PATH}/orc4.gif" alt=":P" title="Razz" /><!-- s:P --> So I'm not gonna say there isn't.
Thu, 22 Jan 2009 23:17:39

RambOrc

- amount of money you have
Fri, 23 Jan 2009 00:25:29

Stryker

- Current Experience - Needed Experience - Current Level - Health & Mana - Armor - Active Inventory Item - Active Spell - Amount of money you have This is what we have so far. Question, how is the inventory going to work? I mean are we going to have it at all weight based? or only based on how much the backpack/belt can hold? Because doing it weight based would add current weight/max. weight.
Fri, 23 Jan 2009 00:27:21

RambOrc

Read the KRPG concept document. <!-- s;) --><img src="{SMILIES_PATH}/orc9.gif" alt=";)" title="Wink" /><!-- s;) -->
Fri, 23 Jan 2009 00:40:04

Stryker

-gasp- we have a concept document? <!-- s:o --><img src="{SMILIES_PATH}/orc5.gif" alt=":o" title="Surprised" /><!-- s:o --> Man, I told you I was out of the whole production loop. <!-- s:P --><img src="{SMILIES_PATH}/orc4.gif" alt=":P" title="Razz" /><!-- s:P --> I'll get to reading it in a bit. <!-- s;) --><img src="{SMILIES_PATH}/orc9.gif" alt=";)" title="Wink" /><!-- s;) -->
Fri, 23 Jan 2009 16:02:47

Firebrand

I'll make a small layout in an image of how all of this will be distributed on the statusbar and upload it ASAP <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) -->.
Sat, 24 Jan 2009 00:30:42

Firebrand

This is the preview I've got to show: [img:iq66tevp]http://downloads.orcishweb.com/koraxdev/firebrand/previews/KRPG_StatBar.jpg[/img:iq66tevp] I think it looks fine, let me know if you don't know what something means, I've covered all the stuff mentioned here IMO.
Sat, 24 Jan 2009 00:47:29

Stryker

That looks really good FB. Good job. <!-- s:D --><img src="{SMILIES_PATH}/orc6.gif" alt=":D" title="Very Happy" /><!-- s:D --> I can easily envision where everything would go on that HUD. I don't believe you missed anything, so it looks good to with any okay from the rest of the team.
Sat, 24 Jan 2009 01:32:27

RambOrc

I would make it only as high as the original was, cutting away the new upper background part, then moving the experience and level bars to the bottom half. Also, don't forget there is a large area of the original HUD we don't need any more (the superweapon pieces). BTW do we go with the original two mana colors or do we add red as in KA?
Sat, 24 Jan 2009 01:33:36

Stryker

My suggestion would be adding Red like KA. I think it would help add a bit more uniqueness to SE as compared to the original hexen.
Sat, 24 Jan 2009 19:13:06

Firebrand

I also agree, it will help to balance the newer weapons we add IMO. I'm thinking on removing the inventory bar altogether, since the inventory will be replaced by the inventory belt, as has been discussed before, even when the HUD isn't full screen, I was thinking on drawing the inventory as floating bars, what do you all think of this? Another different thing that came to my mind is, how are we going to manage the spells? I was thinking on making a "spell bar" where you would be able to place a certain number of "active spells" to use and that the rest of the spells would only be listed on the spell book, but in combat you wouldn't be able to change which active spells you have, only when reaching a passive map (stores, towns, temples, etc.), what do you think of this?
Fri, 30 Jan 2009 16:06:37

RambOrc

Combat spells are the same as weapons in KRPG, i.e. you have only 9 types, bound to the keys 1-9. A hypothetical example, the fighter has fists on 1, one handed axe on 2, one handed hammer on 3, crossbow on 8, etc. A mage has his staff on 1, his wand on 2, a fireball spell on 3 etc. For most weapons and spells, there will be upgrade versions (like going from an axe that does 10 damage to an axe that does 30 damage, or a 10 damage small fireball to a 25 damage big fireball). For non-combat spells, there is the spellbook.
Fri, 30 Jan 2009 17:02:30

Firebrand

Sounds good, I'll begin programming the new HUD system to KRPG progs, when I've got something to show I'll put a screenshot to KDev <!-- s;) --><img src="{SMILIES_PATH}/orc9.gif" alt=";)" title="Wink" /><!-- s;) -->.
Mon, 02 Feb 2009 23:10:23

Firebrand

I'm alive! I've been tweaking my computer's HW, I bought a bigger HD (500 GBs <!-- s;) --><img src="{SMILIES_PATH}/orc9.gif" alt=";)" title="Wink" /><!-- s;) -->) to store all the music and misc. shits I have, so I had to reformat it, install the OS on it again and copy all the KH and misc. stuff I've got to it, today I'm done with it, I'm just finished installing the programming tools I use for KH projects, so tomorrow I'll have some good time to continue with my work <!-- s:) --><img src="{SMILIES_PATH}/orc2.gif" alt=":)" title="Smile" /><!-- s:) -->.
Tue, 03 Feb 2009 09:26:51

RambOrc

Reformat and reinstall due to changing HDD? Ever heard of disk imaging? <!-- s:P --><img src="{SMILIES_PATH}/orc4.gif" alt=":P" title="Razz" /><!-- s:P -->

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