Thanks ahw, that''s just what i needed to get out of this ridged mind frame i''m stuck in. You''ve helped me think of new ways to do this. I''m unsure about transparent gui''s because i think it would make it hard to read, yeah?
I''m thinking now that i could somehow integrate the implant gui with the characters attributes in someway. So you place an implant onto the gui that somehow represents you''re stat''s as well. Maybe health also becuase i think we might be going with that system i talked earlier about "dampening the characters abilities" when they take damage. I should probably hit the sketch book now unless you''ve got some more thoughts there?
I love Game Design and it loves me back.
Our Goal is "Fun"!
🎉 Celebrating 25 Years of GameDev.net! 🎉
Not many can claim 25 years on the Internet! Join us in celebrating this milestone. Learn more about our history, and thank you for being a part of our community!
Cybernetics GUI - rpg
Um, have you looked at the Syndicate games? How about a 50/50 split? The left side shows the unmodified body, and the right shows where the mods are. It worked well enough, and it isn''t hard to do.
As for the transparency, it needn''t be difficult to read, depending on the amount of transparency. Maybe the body is partially transparent, while the text uses additive blending?
Merrick
As for the transparency, it needn''t be difficult to read, depending on the amount of transparency. Maybe the body is partially transparent, while the text uses additive blending?
Merrick
Well, the goal of the trnasparent GUi is to get out of this cluttered screen trend that we have been stuck with for so long.
Now that it''s not as difficult to make transparency effects, you better use it Plus in this case it fits with the theme (futuristic).
The way I was seeing it, it would be a full character stats panel, with location based health (basically, the way I described it for the Simulacres RPG).
When in its reduced form, you would have a little icon in one corner of the screen that would indicate the health in a color coded way (just like the way Starcraft indicates the damage for your units , do you see what I am talking about).
As well, I think you are imagining a nice picture of the body, while I am thinking more of a wireframe drawing. Eventually, when you click on the zone you want to examine, you could "materialize" the body part ?
I really think you could make a simple prototype with either Flash or java-script ... if only my mouse wasn''t so fucked up
Now that it''s not as difficult to make transparency effects, you better use it Plus in this case it fits with the theme (futuristic).
The way I was seeing it, it would be a full character stats panel, with location based health (basically, the way I described it for the Simulacres RPG).
When in its reduced form, you would have a little icon in one corner of the screen that would indicate the health in a color coded way (just like the way Starcraft indicates the damage for your units , do you see what I am talking about).
As well, I think you are imagining a nice picture of the body, while I am thinking more of a wireframe drawing. Eventually, when you click on the zone you want to examine, you could "materialize" the body part ?
I really think you could make a simple prototype with either Flash or java-script ... if only my mouse wasn''t so fucked up
Yes, theres deffinity some interesting point made here. Unfortunatly i havn''t played any of the Syndicate games sorry so i can''t really comment on that. Ahw, your concept sounds good and its seems like where thinking along the same lines for a change Simplification? I to want a gui for this game that doesn''t hog up screen space. What about something even more simple like what they used in Halflife for using weapons. There could be a little picture of a man/women in the top right of the screen (transparent) and area''s on the body will be colour coded to display wear and tear. Then you use the number keys to activate/deactivate implants when needed?!
So rather than having a gui, instead you take the gui elements and overlay them on the actual game screen. Just like they did in Halflife.
I love Game Design and it loves me back.
Our Goal is "Fun"!
So rather than having a gui, instead you take the gui elements and overlay them on the actual game screen. Just like they did in Halflife.
I love Game Design and it loves me back.
Our Goal is "Fun"!
Yep, that''s it
I was just thinking about the zoomin'' in thing because you seemed to imply a RPG game, and it''s nice to have plenty of room for stats, graphic details and the like. But I think we understand each other on that one (I guess it''s because it''s only technical).
I was just thinking about the zoomin'' in thing because you seemed to imply a RPG game, and it''s nice to have plenty of room for stats, graphic details and the like. But I think we understand each other on that one (I guess it''s because it''s only technical).
quote: Original post by Paul Cunningham
Once again, thanks Dave. I think i know the pictures of the human anatomy from the science classes you''re talking about. Usually they are a poster on a wall or something like that i believe. I don''t know how difficult such a system that you''re talking about would be to code. Do you know?
Well, for a 3d coder... no problem
For a 2d guy like myself... well, not so easy. But, it would be cool.
I like ahw''s method too and it would be just as effective.
Dave "Dak Lozar" Loeser
Check Out: GreatShot.com
This topic is closed to new replies.
Advertisement
Popular Topics
Advertisement