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Re: H3-based HUD concept
Posted By: Kyle Schouviller <kyle0654@hotmail.com>Date: 5/12/07 9:47 a.m.

In Response To: H3-based HUD concept (BOLL)


I like some aspects of this, but I do have some comments.

* The compass is very nice - having it so prominent and visible would really help in tactical situations. No more "he's on the thing to the right!"
* I like the grenade slots - less numbers to process, and since there's only two grenades of each type max, the number space could be used for an extra icon instead. My only comment is I think the switch moves too fast in your demo.
* I'm wondering what would be in the middle in games with the motion detector turned off.
* Where are the multi-player score indicators?
* Color-coding would help. Turn the shield and ammo bars red when they get low (not just the outlines) - it'll help with recognition.
* Perhaps add another type of coding (e.g. color, text) to grenade icons - they're too small and similar to distinguish, though perhaps clearer icons would help.

Overall, I think your design is nice. It has a much different focus than the original GUI though.

* Moving everything to the bottom of the screen focuses the player's attention downward slightly. I don't like the health bar at top either, but I do think it will be helpful in a close firefight, since you're staring at the center of the screen rather than at your health bar while fighting, and having it at the top-center makes it much more visible (similar to your strategy of putting the motion detector at the bottom-center).
* The original interface is spread out to peripheral corners of the screen to be as out of the way as possible, and to help with usability (by location coding). Having everything together may get confusing. With everything in one place, the interface could benefit from some additional coding methods, such as color, or text. I do agree that the radar/compass would be much more helpful in the bottom-center of the screen (like the health bar at the top left), but it also might get in the way during a firefight.

Like I said, the focus of this interface is different than the focus of the original interface. I think it just boils down to your style of play, and I think this would make a nice option. In fact, I'd like to see a few different styles of interface that you could choose from. This interface is nice for up-close fights, but I think the original interface is nice for distance fighting (since, on high ground, this interface clutters both bottom peripheral vision, and on hills, obscures attackers coming towards you).

http://www.kyleschouviller.com



Message Index




Replies:

H3-based HUD conceptBOLL 5/11/07 3:47 p.m.
     Re: H3-based HUD conceptJman 5/11/07 3:56 p.m.
     Re: H3-based HUD conceptSlimby 5/11/07 4:00 p.m.
     Re: H3-based HUD conceptmnemesis 5/11/07 4:09 p.m.
     Re: H3-based HUD concepttarehart 5/12/07 9:14 a.m.
     Re: H3-based HUD conceptSpu7n1k 5/12/07 9:30 a.m.
     Re: H3-based HUD conceptKyle Schouviller 5/12/07 9:47 a.m.
     Re: H3-based HUD conceptBOLL 5/12/07 11:17 a.m.
           Re: H3-based HUD conceptEvil Otto 5/12/07 11:24 a.m.
                 I like this idea. *NM*Spartan Jag 5/12/07 11:43 a.m.
                       Could get annoying... *NM*BOLL 5/12/07 12:33 p.m.
                 Re: H3-based HUD conceptLouis Wu 5/12/07 12:31 p.m.
           Re: H3-based HUD concepttarehart 5/12/07 11:29 a.m.
           Dual Wielding?Jinno 5/12/07 6:46 p.m.
     Make it purple and you have a nice Elite HUD *NM*Walshicus 5/12/07 12:53 p.m.
     Re: H3-based HUD conceptEisen Feuer 5/12/07 3:55 p.m.



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