Well, after using this HUD for a long time(it was quite usable and fun to look at[will release eventually]), I've decided to try a new HUD. I'd like some ideas of what other people think is (un)necessary in a HUD ie. I like the plain needle gauge for speed and i don't usually look at the accel gauge during games.
Also for no real reason, some ideas for what should be included in future releases. Controllable fonts... I have mixed feelings about this idea. Needle gauge start/end degree control see this page to see what i mean.
HUD(Cockpit) Brainstorming/ideas
- Lucifer
- Project Developer
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- Location: Republic of Texas
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I think the rubber gauge is totally useless.
Well, I like small bar gauges right near my cycle (smartcam), so I can easily see them without having to look away. But at the end of the day, I don't really use the gauges much, just the map. I'm thinking about revising my own cockpit to eliminate all the gauges and keep only the map.
Well, I like small bar gauges right near my cycle (smartcam), so I can easily see them without having to look away. But at the end of the day, I don't really use the gauges much, just the map. I'm thinking about revising my own cockpit to eliminate all the gauges and keep only the map.
I find it useful in servers with more then 4 rubber (to varying degrees). That said i also use it to check how much rubber a server has when i join.Lucifer wrote:I think the rubber gauge is totally useless.
I find the map quite useful. I don't find myself using it more or less then anything else on a HUD.Lucifer wrote:... I don't really use the gauges much, just the map.
On the topic of an In cam cockpit HUD. I like the idea, but i don't see a way to execute it properly. Glancing wouldn't change the appearance and would ruin any illusion, of driving a light cycle that is. I also think it would create more blindspots(negatives) then the hud features(positives) would help. Anyone else have any thoughts?
Also heres a random unfinished hud i threw together.
Textures = blindspots