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"HUD" The Heads-Up Display for ME3- A Discussion


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#76
InvaderErl

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I like this one better than either 1 or 2, obviously a change would be needed to include the ammo but I think it could be done without making a mess of things. Hit view image for a closer look. Might remove the radar though, not sure how I feel about the radar.

Image IPB

Modifié par InvaderErl, 22 mars 2011 - 07:15 .


#77
Frostmourne86

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That looks amazing! - Now if only they could get rid of the squad faces....

#78
blackashes411

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ME2 was more simplified and took up less space than ME1's HUD, so I like ME2's HUD in that regard. However, I have serious problems with how they show the squadmate health bars in ME2. The "bar" is pretty small and it's hard to tell if my squad is taking damage at all, as opposed to Shepard's health meter.

Edit: ^ (refer to above image) Seriously! Why did they have to scrap this design? It's much better than both ME1's and ME2's HUD: informative and less clutter on the screen.

Modifié par blackashes411, 22 mars 2011 - 07:43 .


#79
SalsaDMA

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Powgow wrote...

There is nothing erronous about me saying that laser POINTERS are more believable. Never said laser beams.

Why? One may ask. They already use it in the military , like now. I dont mention a constant radiating string of light. Or "pew pew "star wars style lasers. I just think the dead space way is more realistic than a floating target reticule that happens to be there for reasons unknown. I never really liked huds because the never felt like "part of the game world".

And yes, I have worked with lasers on many occasions, including experiments in physics practicals.


Why mention them in relation to dead spaces usage of it then, as the DS usage of it is not exactly realistic

#80
Powgow

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its not exactly realistic, its believable and more immersive because it is not a HUD element.

#81
Kandid001

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The UI should be as much informative and without useless clutter as possible. There should be options to toggle off, resize, or move its elements one by one, and another option to auto hide it altogether out of combat. Heads of the companions are not really necessary, I mean, they are already next to me, are they not? This customization is necessary because what's great for one player can be horrible for another (see: planet scanning in ME2).

Like some fellows already said, the menu could be accessed from the omni tool, sort of like the PipBoy in Fallout series. And most importantly, the interface on PC should be tailored for the PC, like ME1, unlike ME2. With keyboard shortcuts and everything.

#82
SalsaDMA

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Powgow wrote...

its not exactly realistic, its believable and more immersive because it is not a HUD element.


That's an odd statement...

so anything that is not a part of your HuD is more believable and immersive? If a couple of bananas in pajamas walked in on the scene and shouted: "You got hit b1!" thta would be better than an indicator showing you on your HuD that you got hit? It's as likely to happen as beams being visible in vacum, after all.

You have a strange way of determing what is 'believable' and 'immersive'.

For me, 'believable' and 'immersive' is an interface that lets me know what happens to my character, as well as gives him data he would be able to get theoretically. considering the combat suits got medigel dispensers that react on injuries, I don't think it's a far fetch to asume that the suits also can communicate with each other to relay these status reports, and thus convey the data to an HuD that shepard can see on his visor somewhere, which in turn gets shown to the player in some way. Since we're playing in 3rd person and not 1st person, we'll have to acknowledge that internal HuD readings on Shepards helmet/visor/glasses would be meaningless to read at normal size for the player, and thus an overlay HuD makes perfect sense. To let the player see what Shepard sees.

#83
Geth_Prime

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I think the idea of pressing a button/key and having info pop up on your omni-tool is great.

#84
Lunatic LK47

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InvaderErl wrote...

I like this one better than either 1 or 2, obviously a change would be needed to include the ammo but I think it could be done without making a mess of things. Hit view image for a closer look. Might remove the radar though, not sure how I feel about the radar.

Image IPB


Liked the design, but the only thing that irked me about the design was that you had to watch the bottom of the crosshairs to know how much ammo you had.

#85
Arrow70

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That's the heavy weapon ammo. it's the same in actual HUD

#86
Chromie

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A quick google search lead me to these 2 screenshots. I like this one. Mass Effect 2 with Mass Effect 1 UI. Ofcourse it looks like heat system is in there and not an ammo counter.

Image IPB

Also this one isn't so bad.


Image IPB

Modifié par Ringo12, 25 mars 2011 - 07:42 .


#87
JuanCousland

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Ringo12 wrote...


Image IPB



That one looks really confusing

#88
CroGamer002

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Nice thread.

#89
CroGamer002

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Mr.House wrote...

The HUD was fine in ME, why they changed it to something worse makes no sense.


Hmh, ME2 HUD is worse?

#90
Digifi

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Well, a couple months back Christina Norman was saying on twitter that she was putting the finishing touches on the ME3 HUD. With some of the feedback they've gotten I think it will closer to the ME1 HUD but will still attempt to be "streamlined".

#91
DxWill10

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I vote for keeping it as it was in ME2

#92
Rurik_Niall

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JuanCousland wrote...

That one looks really confusing


I like the icon for the incendiary ammo instead of that gaudy holographic display we ended up with though, much less intrusive, though I'd make it a bit smaller, doesn't need to be that big.

#93
Brenon Holmes

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javierabegazo wrote...

Alright, seeing as how ME3 is in production, I would like to start a discussion on HUD Elements, and what we'd like to see in Mass Effect 3.

<snip>

Now seeing as how Shepard will have part of his back, if not near all of it covered up with Heavy Weapons and two primary weapons, I think there are other possibilities, like putting the Life guage on his shoulder, or perhaps his helmet.

Obviously I think Mass Effect 3 will have to compromise and cannot totally take advatage of Dead Space 2's gorgeous HUD free system because it still is a squad shooter, so we'll need some info for our squadmates.


We actually had the exact same thought during ME2 development and did a few prototypes of a health and shield indicator in world on Shepard's armour. The end result was not as great as we'd hoped...

It was ok when Shepard was out of cover, like in the image you linked. The issues started to crop up once you popped into cover, with the way that the camera was positioned and with Shepard's orientation changing we had to do some fairly crazy stuff to get the health indicator to display in a reasonable position. Even then it ended up being rather confusing to reference when you were in the middle of a fight. I think if we'd simplified our health system so we only had one meter or bar it might have been easier to represent it on the armour (like on Isaac's back in DS).

All that said, we're still really interested in trying to move information into the world. That's one of the things that I love about Dead Space; the interface... it feels really immersive. I just want to touch the hell out of those buttons :happy:. So we are still investigating ways of putting some of our HUD elements into the environment... we'll see what we end up with.

I'd be interested to hear what you guys think might be interesting though... even beyond simple health and shield indicators.

Modifié par Brenon Holmes, 26 mars 2011 - 12:54 .


#94
Rurik_Niall

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Well, like I said I still think a good option for the ammo type indicator would be something on the weapon but less intrusive than the holographic interface, something like a small light on the side of each weapon that changes colour based on the ammo you've got selected, and more exotic ammunition like warp could have things like a faint glow around the chamber where the block of material used is stored due to the dark energy infused in it, or cryo ammo could have a subtle bit of fog that comes out of the barrel when fired. And again I beg, please no more bloody red veins of doom, the distorted sound is sufficient to inform me that I'm close to death, covering 40% of my screen is both unnecessary and annoying.

#95
Razgriz9327

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JuanCousland wrote...


Image IPB


Although it could use some minimalization and streamlining, i prefer this idea to ME2 Hud... to this day I still am never sure how injured my squad mates are in combat, and some i can;t even tell if they are down or not due to their color scheme. I would nix the gun and ammo indicatior, and replace it with a halo style ammo graphic. The ammo type is great. i love rurik's concept of the ammo color on the side of the gun, I am not sure if it will be obvious enough. While I like the health shields, I might consider simply moving to a single bar like ME2, but keeping the colors distinct and clear.  but all in all I would have to say I like this... 

Modifié par Razgriz9327, 26 mars 2011 - 01:15 .


#96
Razagon

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I don't know how much would it mess with the gameplay but some games incorporate physical manifestation of pain on character when he is hurt. Such as getting little slowed down or holding ribs in pain when on critical health.

Oh and I'm sorry if this is already implemented because I don't remember but squadmates on critical could call for help.

Modifié par Razagon, 26 mars 2011 - 01:39 .


#97
Praetor Knight

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Brenon Holmes wrote...

I'd be interested to hear what you guys think might be interesting though... even beyond simple health and shield indicators.


Firstly, thank you for taking suggestions.

Kudos to Bioware!

So, I'd like to present these points (below) from William Adama that I liked a lot.


William Adama wrote...

4) Keep the power wheel, it works. We dont need an ingame justification for this, just think of it as the wheel of Shepards thoughts on tactical action.

5) SHEPARD SHOULD BARK ORDERS AFTER SELECTING THEM IN THE POWER WHEEL! There is no reason not to have this ingame! How else do the squadmates know what to do?

6) Weapon reticule. Bring back the circle reticule that projects recoil spread of rounds, I dislike crosshairs for shooters.

7) Keep the enemy shield and armor info. It was a great gameplay addition and worked. It should also only be shown when aiming at a target.

8) Helmets should automatically deploy when in combat situations ala Dead space 2 style. Its the only explaination for why we see a HUD at all in the first place...

Original and complete post from William Adama


Myself, I would prefer that objectives and other points of interest be handled like in the Dead Space games instead of the ME2 arrow or ME1 map indicators. And to be able to access Emails, Codex entries and Journal entries in-game as Issac is able to do with his R.I.G. Holographic Interface. It would be so cool roaming around a place and listening to the Primary Codex Audio!


Also I'd like a change to how the number of available rounds are displayed in the HUD. I'd rather not have it displayed like in ME2, as in the number "12" in the pic below.

Image IPB

And if there is going to be a second number displayed in ME3, I'd rather have something else displayed. And IF I reload my weapon, that I lose any left-over shots in the ejected Heat Sink.

So using the picture above the idea that I propose is that the number "5" is the number of shots left in the chambered heat sink, with the number "12" representing the unchambered number of heat sinks I can burn through next.



And lastly I'd like to be able to change the color of the omnitool and armor lights that Shepard uses, please.

And again, thanks for reading. ^_^

Edit: adding post link.

Modifié par Praetor Shepard, 26 mars 2011 - 01:45 .


#98
InfiniteCuts

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Brenon Holmes wrote...

We actually had the exact same thought during ME2 development and did a few prototypes of a health and shield indicator in world on Shepard's armour. The end result was not as great as we'd hoped...

It was ok when Shepard was out of cover, like in the image you linked. The issues started to crop up once you popped into cover, with the way that the camera was positioned and with Shepard's orientation changing we had to do some fairly crazy stuff to get the health indicator to display in a reasonable position. Even then it ended up being rather confusing to reference when you were in the middle of a fight. I think if we'd simplified our health system so we only had one meter or bar it might have been easier to represent it on the armour (like on Isaac's back in DS).

All that said, we're still really interested in trying to move information into the world. That's one of the things that I love about Dead Space; the interface... it feels really immersive. I just want to touch the hell out of those buttons :happy:. So we are still investigating ways of putting some of our HUD elements into the environment... we'll see what we end up with.

I'd be interested to hear what you guys think might be interesting though... even beyond simple health and shield indicators.


My opinion: stop looking to other games for cues on what you should do with Mass Effect.  Inspiration is good at times... especially when you're low on ideas or have no foundation to work on.  That is not the case here.  It's like you don't trust your own instincts anymore... nearly every major change is the result of some trend from other games or genres.  Stop it already.  You guys implemented an external HUD initially because you knew this was the most effective way to get all the information we needed to play properly.  Focus on that... the brand that you created with Mass Effect (gameplay design is absolutely part of the brand) and refine what you've already established.  What exactly is so archaic about an external HUD that you would consider replacing it?  You have much more pressing issues to spend your limited time on.

Every gameplay aspect/detail in the series up to now has helped to define Mass Effect, like it or not.  There is no need to reinvent the wheel here, guys.  This is a video game... there is some level of abstraction that is to be expected.  It is very much possible to create an off-character HUD that integrates well both technically and within the world itself.  I think you all should play through Mass Effect 1 & 2 with the sole intent of finding what made each game shine and building on that for ME3.  Forget about Dead Space or any other game.

edit: Crysis 2-styled weapon mods, plz.

Modifié par InfiniteCuts, 26 mars 2011 - 01:48 .


#99
Hathur

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I'd like to see audio cues taken further... ME2 used it a bit.

I.e. sometimes when Shepard's shields are knocked out, she'll shout "My shields are down!" .. this is actually quite useful to me because I often don't watch my shield bar and am only aware how much damage I've taken after I've lost health (and that's only because the screen goes weird with the "blood' effect on the edge of the screen).

It would be nice to also have audio / verbal cues from Shepard (or squad mates) for low ammo (how awesome would it be to hear shep shout "last round!" when about to empty her 2nd or 3rd last thermal clip in a weapon. Would also be nice to hear a verbal cue that shep's shields are very low (as opposed to already collapsed).

Also, to avoid situations where Shep repeats herself when her shields fail multiple times in a short time (i.e. after using a power to recharge them, only to have them collapsed again 2 secs later)... have squad mates give verbal cues... "Check your shields Shep!" etc.

I find that the existing audio cues in game really help having me to always look at the HUD for status... if the audio / verbal cues were taken even further it could theoretically eliminate even a lot more of the HUD.

I do often wish squad mates gave me more status updates on their own condition... it can be real hard to tell in the middle of a heavy firefight if a squadmate is badly hurt and needs a medigel before he collapses (or for me to give him an order to move somewhere and take cover, etc).

Modifié par Hathur, 26 mars 2011 - 01:53 .


#100
Razagon

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Hathur wrote...

I'd like to see audio cues taken further... ME2 used it a bit.

I.e. sometimes when Shepard's shields are knocked out, she'll shout "My shields are down!" .. this is actually quite useful to me because I often don't watch my shield bar and am only aware how much damage I've taken after I've lost health (and that's only because the screen goes weird with the "blood' effect on the edge of the screen).

It would be nice to also have audio / verbal cues from Shepard (or squad mates) for low ammo (how awesome would it be to hear shep shout "last round!" when about to empty her 2nd or 3rd last thermal clip in a weapon. Would also be nice to hear a verbal cue that shep's shields are very low (as opposed to already collapsed).


I remember in Resident Evil 5 your partner would yell "I need ammo." when he ran out of it and in Freelancer a computer (EDI anyone?) would say stuff like "Shields down/Shields failed." and "Shields restored."

Modifié par Razagon, 26 mars 2011 - 02:04 .