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Proper DDRace HUD

Posted: Tue Dec 01, 2015 2:42 pm
by HMH
So, as you might have heard I am working on the HUD and try to make it more useful for ddrace (for vanilla nothing changed so far and the ddrace stuff is ofcourse displayed only on DDNet-Servers).

Here is my first progress:
active weapon is highlighted
active weapon is highlighted
screenshot_2015-12-01_13-45-10.png (245.38 KiB) Viewed 12054 times
As you see in the following screenshots I also played around with freeze. In future versions of ddnet the client will finally know wether you are frozen/deepfrozen and how long you need to wait to melt. This means we finally can replace the ninjaskin for freeze with something more suitable, same thing for the shields that display the freezetime.

This is the point where we need you and your creativity to find a nice way to display those things.

Some ideas that came to my mind:
- display an iceblock above the player if you are frozen
- display little icetees instead of shields for freezetime
- make a progressbar out of the shields

I would highly appreciate some more good ideas or even graphics.
normal freeze
normal freeze
screenshot_2015-11-14_22-53-01.png (234.33 KiB) Viewed 12054 times
deepfreeze is darker atm
deepfreeze is darker atm
screenshot_2015-12-01_13-44-19.png (235.73 KiB) Viewed 12054 times

Re: Proper DDRace HUD

Posted: Tue Dec 01, 2015 3:59 pm
by Fňokurka oo7
HMH wrote:Some ideas that came to my mind:
- display little icetees instead of shields for freezetime
In my opinion such detailed things as icetees isn't that good idea. If you have small screen; like me e.g., you can hardly see your own skin. And some people would see just a smudge.

So far so good. :)

Re: Proper DDRace HUD

Posted: Tue Dec 01, 2015 4:09 pm
by hannibal
I wonder, does the weapon display use the graphics from the gameskin?

Looking forward to the changes and ugh, it's gonna be weird to adjust to a new freeze-graphic!

Re: Proper DDRace HUD

Posted: Tue Dec 01, 2015 6:11 pm
by HMH
Fňokurka oo7 wrote:In my opinion such detailed things as icetees isn't that good idea. If you have small screen; like me e.g., you can hardly see your own skin. And some people would see just a smudge.

So far so good. :)
That's the reason why I ask for other ideas/opinions. And yes probably you are right we need something more simple.
hannibal wrote:I wonder, does the weapon display use the graphics from the gameskin?
Yes, it just picks the weapons from game.png.

Re: Proper DDRace HUD

Posted: Tue Dec 01, 2015 8:21 pm
by Ryozuki
I like the ninja skin as freeze, but maybe you can do something to identify the deepfreeze better :O Good job!

Re: Proper DDRace HUD

Posted: Tue Dec 01, 2015 10:50 pm
by Chairn
You could make stars that pop out from deep frozen tees with a different color such as red ?

Re: Proper DDRace HUD

Posted: Wed Dec 02, 2015 12:57 am
by Frrrrr :3
Wowow. U da rock mr.HMH!

IMHO:
1. Freeze/Deepfreeze indicator should be placed at same position under the weapons.
2. Hud speedometer (vertical/horizontal) / Hud accelerometer (mb only horizontal / but vertical useful too, cuz 2x/3x/4x downfall rocket jumps) / netgraph packet loss / ping / indicator of ground adhesion / afterhook strong-weak radar - at bottom of the screen.

<3 to ur work.

Re: Proper DDRace HUD

Posted: Wed Dec 02, 2015 10:08 am
by Ryozuki
I think, that for ddrace you don't need a speedometer.

Also dtrong weak radar, dunno whats your idea, could you specify a bit?

Re: Proper DDRace HUD

Posted: Wed Dec 02, 2015 10:40 am
by kamillentee
I agree with the weak radar. After I understood what weak/strong means I had problems at first to see if i got strong or weak. But now I can see in the first moment of a teeworlds video if somebody got strong/weak. And im mostly right. IMHO no need for a radar.

As long as its optional its good.

Re: Proper DDRace HUD

Posted: Wed Dec 02, 2015 12:21 pm
by hi_leute_gll
Also the strong/weak-topic is rather a thing for experienced players (Brutal maps, speedrunning, ...). And these people should have enough of that experience to detect strong/weak theirself.