We need something like this as a hud for Rebirth
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- Earth Ultimatum IV.
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Why is it horrible? It is fully node based and highly customizable.Earth ultimatum IV. wrote:Actually that HUD is horrible.
The player can interact with everything he/she owns from there.
So what is it horrible for exactly? Or are you going to tell me that Rebirth's(which is a finished game) is so much better than a game that is still not released yet?
If you want a different perspective, stand on your head.
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This guy has been on Limit Theory for less than 2 years...alone.Katorone wrote:Looks awesome indeed.
Get on it Egosoft!
Egosoft had 7...and counting. Along with a team of over 20.
If you're holding your breath, I hope you have alternate means of getting oxygen into your bloodstream.
If you want a different perspective, stand on your head.
- Earth Ultimatum IV.
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Wow, just...wow. You prefer the HUD in Far Cry 2 to the HUD in Limit Theory.....wow. Why don't you go and get all those golden guns you keep going on about.Earth ultimatum IV. wrote:I prefer HUD like this:
http://www.youtube.com/watch?v=gWOI5VEG_5Y
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It just like Rebirth hud... only... smallerEarth ultimatum IV. wrote:I prefer HUD like this:
http://www.youtube.com/watch?v=gWOI5VEG_5Y
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I can't see i rewrite of the UI in the near future and besides would it not introduce a wealth of new bugs to squash?
Suggest you wait for limit theory to be released and make do with that UI on the game it's intended for.
As for it's merits i would say it shows great potential and i look forward to the finished version. I especially like the workspace switching it seems like a good way to deal with information, Seems like this could have worked well for Previous X games to help cut down on sub menu's.
Overall it shows that to make a game more user friendly you don't necessarily need to cut down on the info available to make a more user friendly UI, just show more imagination in implementation of it.
And its a shame this didn't happen with Rebirth.
Suggest you wait for limit theory to be released and make do with that UI on the game it's intended for.
As for it's merits i would say it shows great potential and i look forward to the finished version. I especially like the workspace switching it seems like a good way to deal with information, Seems like this could have worked well for Previous X games to help cut down on sub menu's.
Overall it shows that to make a game more user friendly you don't necessarily need to cut down on the info available to make a more user friendly UI, just show more imagination in implementation of it.
And its a shame this didn't happen with Rebirth.
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- BigBANGtheory
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So long as we get instruments, menus and an interface that can deal with the fact space requires visual representation and command control in 3D.... even FarCry could work.Earth ultimatum IV. wrote:I prefer HUD like this:
http://www.youtube.com/watch?v=gWOI5VEG_5Y
- Earth Ultimatum IV.
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Why, on an extra monitor that can be closed at willSpacefuel Complex wrote:and where do we put delicious yisha?
But yes, I think this is indeed a good example of how a HUD for a space-sim game could/should work - it presents the information in a minimal and straightforward fashion (leaving plenty of space to admire the view), and ideally is modifiable by the user to adjust to his/her needs.
The workspaces are sort-of like (as in, the bigger, elder, wiser brother kind of like) the X Rebirth scanner modes, so someone thought of a similar direction ... I just think it's a shame the concept didn't get taken further. It would certainly have been able to cut down on submenus in some places.
(Incidentally, a 3D-map is also easily accomplished that way )
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- jasonbarron
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The HUD in this video is very early--no doubt Josh (the developer) will change the look several times before the game launches later this year. Personally, I think it looks very good as is. Also, keep in mind that the HUD elements themselves are considered "widgets" and can be swapped out by the pilot at will, a mechanic that gives endless customization options to the player.
Also, the concept of "nodes" is of particular interest to me--from what I've seen of the dev videos, the nodes will be equal parts informative/visually appealing/fun. You really have to look past the graphics and drill down into the inherent functionality of LT's UI/HUD to appreciate it properly.
Relating this topic to XR: I don't think that there's a chance in Hades of incorporating this type of HUD or node based interface in the game. Plus, I think Egosoft has many many more pressing concerns to occupy their attention: effective fleet controls, implementing civ shipyards & small craft ownership, breathing some life into the sterile, pointless void that is Maelstrom, effective fleet controls, expanding on and refining the trade game, effective fleet controls.
My 2 cents.
Also, the concept of "nodes" is of particular interest to me--from what I've seen of the dev videos, the nodes will be equal parts informative/visually appealing/fun. You really have to look past the graphics and drill down into the inherent functionality of LT's UI/HUD to appreciate it properly.
Relating this topic to XR: I don't think that there's a chance in Hades of incorporating this type of HUD or node based interface in the game. Plus, I think Egosoft has many many more pressing concerns to occupy their attention: effective fleet controls, implementing civ shipyards & small craft ownership, breathing some life into the sterile, pointless void that is Maelstrom, effective fleet controls, expanding on and refining the trade game, effective fleet controls.
My 2 cents.
Ayn Rand was correct.
I think you forgot to mention effective fleet controls. You should probably mention it...because it is important.jasonbarron wrote:...My 2 cents.
Ironically, though, I think a UI like the on in LT may have helped with a lot of the problems in the current Rebirth UI. I can see the node-based approach working for empire management just as well as most other functions in X games.
If you want a different perspective, stand on your head.