Well, now it makes sense! :)
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I like the segmented design of the left one, it harkens back to the Wipeout 64 hud (the game is pretty underrated, tbh).
But yeah, in terms of actually conveying information, the right hand one is much more streamlined and less confusing to the eyes. Playing around with the style a little, I'm wondering if it would benefit from small notches along the shield gauge each 10%/25%, but not exactly banding all the way across the shield bar. Some people identify numbers quicker while others identify visuals easier, so reinforcing the shield percentage at certain points down the bar, especially at critical levels, would probably help a lot.
Kinda funny you should mention the resemblance! http://imgur.com/ExZkodL
Yeah, that's a great point about marking out critical thresholds- right now the red portions are still left over from experiementing for my uni project where I converted the shield gauge into engine RPM. I'll have a crack at it and see how I get on!
Cheers!
The wiki has gone a little quiet. Anyways, I've updated a number of things on Caliburn - just the Team Director spiel and a little play around on the stuff in the loading screen team info, but nothing too substantial on the backstory.
The different username is because I completely forgot what my other wikia log-in was.
Wow, game's starting to gain momentum here.
I like the HUD a lot, fits quite nice to Designers Republic's style. Should look good if it can adapt to the teams' liveries.
Holidays' over. I was going to come up with a HUD but nooooo, I was too busy fiddling with CS: Source mods and Wings Of Vi before Doomsday comes. Great.
Yeah, it is going to have the colours adapt to team liveries.
I put the HUD together because I'm designing some AG craft of my own, that are mostly* accurate from an engineering perspective. I wanted something like this in the glass cockpit, so why not kill two birds with one stone?
*Really stretching it, there, but it's using currently existing technology. Okay, xpand? :D
This game is becoming more awesome every day; I think that you must experiment and implement your ideas more, it already has enough WipEout-ish feeling :)
I happened to stumble upon these Unity projects while on my school's computer club class.
https://youtu.be/tHIRZ65Qeks
https://youtube.com/watch?v=MxcLA--2v-Y
The one on the bottom actually has it's source code publicly available.
Not so hot on the short render distance, needs more fog if you are going to do that.
Unrelated to issues of render distance;
Is it possible that we might get unlockable low-poly SSGX ships as well as the importable W3O/2097 ships?