Gooey ... Very Gooey ...
by Steve Acaster · 07/22/2010 (11:50 pm) · 43 comments
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when the hell does this buzzing in my ears go away!?
Gooey gooey gooooooey .... I'm not saying Gooey - it's just too "world of double entandres". So, been working on GUIs for general gameplay. Can't say that I really knew much about GUIs previously, so I taught myself with a bit of the old "trial and enormous ballsup". Made a list of various things I'd need on screen at any one time. It's mostly the "usual suspects", health, energy, stance, inventory, info HUD ... that kinda stuff.

From the top left - toggleable inventory, displays all 20 available weapon slots, using a HL2 style weapon selection system, and their relevant loaded ammunition/extra ammuntion. Displays a blank space if you haven't picked up the weapon. Hold down the key to display, release to hide ... cos it takes up a sizeable amount of screen space.
Below left - Compass and Bearing. Originally from Deepscratch's resource which I repackaged with SomethingToPlay's EULA on the compass textures and uploaded to eb|'s storage here. Since that, I've actually designed my own because I only needed the basic functionality.
Left Bottom - chat HUD, single line of info telling the player what they've picked up or selected.
Right Side Top - Directional Hit Detection Warning, get hurt, and this warning texture pops up to show which area you got hit in, fades out after a moment.
Lower Right Group - from the top - Aiming (doubles as walk) icon, and stance icon (stand/crouch/prone). Below that is grenades and ammuntion weapon/in backpack. And the lowest line is energy and health. Energy works but isn't actually hooked up to do anything yet ...

Warning texture border is used to alert the player that they are in danger. Comes in two stages, amber/black when player health has dropped to the point when a single shot from the most powerful weapon would be fatal, and then red/black when a single shot from most weapons would prove fatal.
In the upper right hand corner is the Communication HUD, loosely based on the idea from Freespace where you'd get a little animated pic of who was talking to you over the radio. Thus the Comms HUD displays a static picture of the messenger and 5 lines of text to hold whatever the player needs to be told dynamically.

And finally maps which toggle on when you hold down the "show map" button. I'd had a bit of an um-and-ah about maps and radar and the sort, and eventually decided against what most games have - the dynamically updating radar showing the player's position. Instead I've decided to go down the map reading route - the player would have to orientate themselves using visual clues such as heightmap and buildings and then move from one point to another using the compass and heading as "dead reckoning", akin to realistic map reading.
Currently the map on the left is only a heightmap for testing, but would include buildings and roads/tracks like a real map as well as possibly target/goal information. The map on the right is what displays when no map is available.
That about wraps the gameplay HUD up, apart from maybe linking energy to something like a sprint/breath underwater/shielding/energy weapon/etc ... have to have a bit more of a think on that one.
Next up, that demo I might have mentioned aeons ago ... and I've also got an idea about using dynamic, random placement of enemies as a way of increasing replayability for it. And eventually get back to looking at the save/load game system I mentioned many moons ago in some forum ...
[edit]
Followed a few recommendation on the feedback
when the hell does this buzzing in my ears go away!?
Gooey gooey gooooooey .... I'm not saying Gooey - it's just too "world of double entandres". So, been working on GUIs for general gameplay. Can't say that I really knew much about GUIs previously, so I taught myself with a bit of the old "trial and enormous ballsup". Made a list of various things I'd need on screen at any one time. It's mostly the "usual suspects", health, energy, stance, inventory, info HUD ... that kinda stuff.

From the top left - toggleable inventory, displays all 20 available weapon slots, using a HL2 style weapon selection system, and their relevant loaded ammunition/extra ammuntion. Displays a blank space if you haven't picked up the weapon. Hold down the key to display, release to hide ... cos it takes up a sizeable amount of screen space.
Below left - Compass and Bearing. Originally from Deepscratch's resource which I repackaged with SomethingToPlay's EULA on the compass textures and uploaded to eb|'s storage here. Since that, I've actually designed my own because I only needed the basic functionality.
Left Bottom - chat HUD, single line of info telling the player what they've picked up or selected.
Right Side Top - Directional Hit Detection Warning, get hurt, and this warning texture pops up to show which area you got hit in, fades out after a moment.
Lower Right Group - from the top - Aiming (doubles as walk) icon, and stance icon (stand/crouch/prone). Below that is grenades and ammuntion weapon/in backpack. And the lowest line is energy and health. Energy works but isn't actually hooked up to do anything yet ...

Warning texture border is used to alert the player that they are in danger. Comes in two stages, amber/black when player health has dropped to the point when a single shot from the most powerful weapon would be fatal, and then red/black when a single shot from most weapons would prove fatal.
In the upper right hand corner is the Communication HUD, loosely based on the idea from Freespace where you'd get a little animated pic of who was talking to you over the radio. Thus the Comms HUD displays a static picture of the messenger and 5 lines of text to hold whatever the player needs to be told dynamically.

And finally maps which toggle on when you hold down the "show map" button. I'd had a bit of an um-and-ah about maps and radar and the sort, and eventually decided against what most games have - the dynamically updating radar showing the player's position. Instead I've decided to go down the map reading route - the player would have to orientate themselves using visual clues such as heightmap and buildings and then move from one point to another using the compass and heading as "dead reckoning", akin to realistic map reading.
Currently the map on the left is only a heightmap for testing, but would include buildings and roads/tracks like a real map as well as possibly target/goal information. The map on the right is what displays when no map is available.
That about wraps the gameplay HUD up, apart from maybe linking energy to something like a sprint/breath underwater/shielding/energy weapon/etc ... have to have a bit more of a think on that one.
Next up, that demo I might have mentioned aeons ago ... and I've also got an idea about using dynamic, random placement of enemies as a way of increasing replayability for it. And eventually get back to looking at the save/load game system I mentioned many moons ago in some forum ...
[edit]
Followed a few recommendation on the feedback
About the author
One Bloke ... In His Bedroom ... Making Indie Games ...
#2
I'm just worried about the display of the 20 (really? isn't that too much?) weapons slot.
Couldn't you avoid displaying empty ones?
07/23/2010 (5:40 am)
Excellent work.I'm just worried about the display of the 20 (really? isn't that too much?) weapons slot.
Couldn't you avoid displaying empty ones?
#3
The game is looking very refined. You've got a great style going on there. 20 slots could also cover other items; keys, flash light, extra pair of slippers, etc.
07/23/2010 (9:33 am)
Is that the average duration of a Cricket match?The game is looking very refined. You've got a great style going on there. 20 slots could also cover other items; keys, flash light, extra pair of slippers, etc.
#4
I like the map. Is it being generated for the level or is that an image? I was thinking it would be rather easy to automatically do something like that via PostFX using the depth information from prepass.
Also, very nice drawing skills! I wonder why you never showed them off before.
No more YorkshireRifles? Did the Studio name interfere with it? :)
07/23/2010 (10:58 am)
Very nice job, Steve! Bunny-shoe chick overload! That's a 10/10 already by itself!I like the map. Is it being generated for the level or is that an image? I was thinking it would be rather easy to automatically do something like that via PostFX using the depth information from prepass.
Also, very nice drawing skills! I wonder why you never showed them off before.
No more YorkshireRifles? Did the Studio name interfere with it? :)
#5
The problem with the 2 rifle max is that I always end up playing through games and really only using one primary weapon. This was especially noticeable in Crysis where it was most convenient to use the enemy AK-variant all the time... simply because of the amount of ammunition lying around after swotting the bad guys.
I thought that returning to the old school "kitchen sink" weapon numbers - but with limited ammunition for each (4 mags only) would make the player use a wider variation of available weapons.
Each of the 20 weapons have their own strengths and weakness, and after much thinking and practise I've got them pretty well balanced.
I'm using the same sort of system as Half-Life2, keys 0-9 are double bound. And each key covers a "type" of weapon. Plus the keybind number written down the side so you don't get lost in a panic. :)
1-Melee (cricketbat and sci-fi melee weapon). 2-Shotguns. 3-Close Quarters. 4-Rifles. 5-Tactical Rifles. 6-Support Weapons (LMGs). 7-Explosive Weapons. 8-SciFi "Magnetic Flange" Rifles (I happen to think the word flange is hilarious). 9-Energy Weapons /BFGs. 0- Something bigger than a BFG ... I'm thinking airstrikes ...
@Benster - lol!
@Konrad - map is an image, from an exported heightmap, given a bit of tweaking/stylization. When making a "real" one I'd include relevant info like roads and buildings and other stuff you see on a map.
As for my drawing skills, I'm self taught on my computing skills, but MA level on my art. I'm rather out of practise but did spend 10 years being a bohemian artist type out in Cyprus. and I've just been playing with my Studio tag! 8P
07/23/2010 (12:09 pm)
The 20 weapon slots came about as a response to old school shooters like Doom and Half-Life, where the player could carry everything plus the kitchen sink. Unrealistic compared to modern shooters which tend to have a 2 rifle max. The problem with the 2 rifle max is that I always end up playing through games and really only using one primary weapon. This was especially noticeable in Crysis where it was most convenient to use the enemy AK-variant all the time... simply because of the amount of ammunition lying around after swotting the bad guys.
I thought that returning to the old school "kitchen sink" weapon numbers - but with limited ammunition for each (4 mags only) would make the player use a wider variation of available weapons.
Each of the 20 weapons have their own strengths and weakness, and after much thinking and practise I've got them pretty well balanced.
I'm using the same sort of system as Half-Life2, keys 0-9 are double bound. And each key covers a "type" of weapon. Plus the keybind number written down the side so you don't get lost in a panic. :)
1-Melee (cricketbat and sci-fi melee weapon). 2-Shotguns. 3-Close Quarters. 4-Rifles. 5-Tactical Rifles. 6-Support Weapons (LMGs). 7-Explosive Weapons. 8-SciFi "Magnetic Flange" Rifles (I happen to think the word flange is hilarious). 9-Energy Weapons /BFGs. 0- Something bigger than a BFG ... I'm thinking airstrikes ...
@Benster - lol!
@Konrad - map is an image, from an exported heightmap, given a bit of tweaking/stylization. When making a "real" one I'd include relevant info like roads and buildings and other stuff you see on a map.
As for my drawing skills, I'm self taught on my computing skills, but MA level on my art. I'm rather out of practise but did spend 10 years being a bohemian artist type out in Cyprus. and I've just been playing with my Studio tag! 8P
#6
I might have to draw some inspiration from your danger graphics ;) It would be awesome if the border was animated... but as it is it's definitely more refined than a screen full of blood.
Oh, and I like the idea about random placement of enemies for replayability. I actually wish more games did that.
Keep up the great work!
Edited to remove the line asking about the 20 weapons since you mentioned them while I was typing!
07/23/2010 (12:24 pm)
Lots of cool stuff, I'm looking forward to seeing the chick in bunny shoes in action! I like your decision about the map & radar stuff. Especially like the artwork style for the Communications Hud. Is that an indication of the art direction you're going to take there?I might have to draw some inspiration from your danger graphics ;) It would be awesome if the border was animated... but as it is it's definitely more refined than a screen full of blood.
Oh, and I like the idea about random placement of enemies for replayability. I actually wish more games did that.
Keep up the great work!
Edited to remove the line asking about the 20 weapons since you mentioned them while I was typing!
#7
I had tried it in greyscale/blue monotone like everything else in the HUD colour scheme but it looked better in colour.
I was having a little play about with my A4 cheapo tablet ... which has had almost no use since I got it 3+ years ago. Not really being able to do a gazzillion fancy animations with voiceovers for info/events/cut-scenes I'm planning on a comic book style slideshow to get these things across.
Note to self: find out how to limit tablet-screen size as it's not too good try to draw something when the whole tablet is being spread across 2 monitors!
edit: note on heightmaps ... for some reason Torque has always (since TGE) inverted the Y axis on imported/exported heightmaps ... so just beaware if it's important (like if you're doing real world terrain or something like that).
07/23/2010 (12:42 pm)
Quote:Is that an indication of the art direction you're going to take there?Comic strip style? Yep.
I had tried it in greyscale/blue monotone like everything else in the HUD colour scheme but it looked better in colour.
I was having a little play about with my A4 cheapo tablet ... which has had almost no use since I got it 3+ years ago. Not really being able to do a gazzillion fancy animations with voiceovers for info/events/cut-scenes I'm planning on a comic book style slideshow to get these things across.
Note to self: find out how to limit tablet-screen size as it's not too good try to draw something when the whole tablet is being spread across 2 monitors!
edit: note on heightmaps ... for some reason Torque has always (since TGE) inverted the Y axis on imported/exported heightmaps ... so just beaware if it's important (like if you're doing real world terrain or something like that).
#8
I'd suggest moving the weapon group numbers to the left side of the screen instead of being closer to the middle, as right now they are fairly prominent for a piece of information that remains static and will eventually be memorized by the players anyways.
07/23/2010 (3:47 pm)
I totally agree about having a wider weapon selection available at all times. Whenever I find myself limited to a small handful, I always just end up going for the ones with the most ammo available, ignoring any super-weapons with limited ammo as those will just become a wasted weapon slot. Or I get annoyed when switching to a new weapon to try it out and finding I don't like it as much as the one I replaced, but, now its too late to go back and grab the one I had again.I'd suggest moving the weapon group numbers to the left side of the screen instead of being closer to the middle, as right now they are fairly prominent for a piece of information that remains static and will eventually be memorized by the players anyways.
#9
A few minor comments I can think of:
1) Some sort of highlight in the weapon-picker to show the currently equipped weapon (the border around it being highlighted instead of the standard black would be perfect)
2) The grenade/ammo count isn't clear what it is - all of the other items in the lower-right grouping having icons - a simple icon next to those numbers would go a long way.
Oh, and I'm pretty sure the reason the heightmaps are inverted is because of the way textures are handled - our minds (and most art tools) put 0,0 at top left, but in 3d-land the UV 0,0 is bottom left...just a thought?
07/23/2010 (4:56 pm)
Looking pretty good! I like the style and the cleanliness of it all.A few minor comments I can think of:
1) Some sort of highlight in the weapon-picker to show the currently equipped weapon (the border around it being highlighted instead of the standard black would be perfect)
2) The grenade/ammo count isn't clear what it is - all of the other items in the lower-right grouping having icons - a simple icon next to those numbers would go a long way.
Oh, and I'm pretty sure the reason the heightmaps are inverted is because of the way textures are handled - our minds (and most art tools) put 0,0 at top left, but in 3d-land the UV 0,0 is bottom left...just a thought?
#10
All coming along very nicely BTW.
07/23/2010 (5:04 pm)
There's definitely something disturbing about bunny shoes' pic in the comms hud - you know she's a total psycho without quite knowing how you know she's a total psycho. (Not sure what she'd do with Swiss Tony, but I guess it would be long and drawn out and very very painful!).All coming along very nicely BTW.
#11
Btw the buzzing seems to fade away when you don't use vuvuzelas anymore. aaargh.... did use that bl**dy thing again, or is it just that referee again whistling for a yellow card....
07/23/2010 (6:36 pm)
Looking great Steve. I myself really like the map idea, might use it myself.Btw the buzzing seems to fade away when you don't use vuvuzelas anymore. aaargh.... did use that bl**dy thing again, or is it just that referee again whistling for a yellow card....
#12
You know, I really figured your game is not a "serious" one, I've been reading your blogs since day one.
They are much appreciated. :-)
My point was really about the way slots are displayed.
Do we really need to display empty ones? couldn't display be dynamic instead and only show up filled ones.
Unless you planned player to grab every weapons at once? huh hoh?
07/23/2010 (7:25 pm)
I have no problem with 20 weapons being carried. No kidding, not my kind of gameplay, but I'm an open minded adult. ;-)You know, I really figured your game is not a "serious" one, I've been reading your blogs since day one.
They are much appreciated. :-)
My point was really about the way slots are displayed.
Do we really need to display empty ones? couldn't display be dynamic instead and only show up filled ones.
Unless you planned player to grab every weapons at once? huh hoh?
#13
Also, it would look odd to have the weapons bound to the 1 key, then the 3 key (in the case that you haven't picked up anything bound to the 2 key), then the 7 key, with nothing in between, or worse having things appear in different places at different times, depending on the state of the game. Consistency can be a good thing.
07/23/2010 (7:34 pm)
@Stephan - I'll actually disagree with you on that one...seeing the empty slots lets you know there's something there TO grab. The completionists out there will then feel the need to keep playing through until they've got them all.Also, it would look odd to have the weapons bound to the 1 key, then the 3 key (in the case that you haven't picked up anything bound to the 2 key), then the 7 key, with nothing in between, or worse having things appear in different places at different times, depending on the state of the game. Consistency can be a good thing.
#14
07/23/2010 (7:51 pm)
Quite like it myself, its always nice to know how much spare carrying capacity you've got. Spotted a bug in the numbering though, should run 0 through 9 ;o)
#15
07/23/2010 (7:52 pm)
Adrian, that's not how the keyboard works. ;)
#16
"How can the '2' be a nuclear bomb, 10 minutes ago it was a crossbow?"
07/23/2010 (8:22 pm)
I wouldn't be surprised Steve has set up a scheduled random system to define keys triggering weapons. ;-)"How can the '2' be a nuclear bomb, 10 minutes ago it was a crossbow?"
#18
07/24/2010 (7:36 am)
I like how the player looks, and ofc... nice gui's. Hope to see more.
#19
07/24/2010 (10:02 am)
Nice work Steve - love the GUI alert borders. Happy to bring your 2D gui avatars to life (no cost), see an example here. All I need is a png screenshot of your characters face on a white background, and then a choice of background images. Any type of emotion that you are looking for can be applied. Keep at it.
#20
07/24/2010 (1:10 pm)
Thanks for that Julian. I'll be sticking with static 2D to try and keep it integrated with various comicbook style intros. Must have a bit of a practise at getting some decent cartoon exaggerated emotions 

Torque Owner Bobby Leighton
Imagn' Games