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<  Forest Design Issues and Ideas  ~  suggestion: radar

picklebro
Posted: Thu Jan 19, 2006 5:55 am Reply with quote
Joined: 19 Jan 2006 Posts: 110
Radar sounds all hi-tech and out of place, but I'm merely talking about a postion indicator (it could be very artistic and match the game interface that shows where deer are once you get close to them.

I've found that as I get almost to a deer it becomes nearly impossible to locate them sometimes, especially if they are moving too. I thought having a radar of sorts to show deer within a close range would make it easier to 'bump into' other deer.

Thoughts?
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Michael
Posted: Thu Jan 19, 2006 9:28 am Reply with quote
Site Administrator Joined: 07 Jun 2002 Posts: 8065 Location: Gent, Belgium
We like to avoid "heads up display" items (such as meters and dials and scores) as much as possible.

We already have a "radar", really, in the black border around the screen. It would be possible to add an option to display these symbols on screen as well, when other players are near.

On the other hand, scent seems to be the sense that we should try to evoke for this type of "radar". But rather than a 2D overlay, perhaps we could do something in the 3D world to locate another player. A cloud of mini-pictograms or something streaming for the other player to you, or something...
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picklebro
Posted: Thu Jan 19, 2006 2:20 pm Reply with quote
Joined: 19 Jan 2006 Posts: 110
Right, I like those ideas a lot, my suggestion was more about the ability to locate other players than how it looks. What I've found is that the icons on the border work really well until you get close to someone, then at close range (and especially if the other player is moving) it gets difficult to make the final connections.

Some of that has to do with the limited camera angles, but I actually like them the way they are so I'm not really wanting to suggest camera changes...besides, I suspect your trees have no tops to them...and I don't really want to know. Wink

BUUUTTTT.....I really like the 'something streaming from one player to another', what if it was their logos streaming, but make them very translucent, wafty, and streched-out looking? Of course using simple particle FX might be easier (and perhaps cooler looking), like maybe some sort of colored sparkles that dances from them to the other player with a kind of tinkly sound.
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Michael
Posted: Thu Jan 19, 2006 4:04 pm Reply with quote
Site Administrator Joined: 07 Jun 2002 Posts: 8065 Location: Gent, Belgium
The use of the players' ID pictograms in clouds to represent scent has been an idea since the early designs. Perhaps we can make particle systems with those pictograms. We'll see.
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picklebro
Posted: Thu Jan 19, 2006 8:06 pm Reply with quote
Joined: 19 Jan 2006 Posts: 110
That would probably depend on how robust the particle engine for your engine is. Most engines support using images for particles though, I believe....but then it would be easy to manipulate how the scent looked by playing with particle algorithms...did I say easy...I meant it was math so...eek. Very Happy
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