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  • BIET
    replied
    Shrap indicators, and repels remaining. Removed the gray dots when repels are used as they didn't add anything.

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    Top 1-5 highest deaths on enemy team. Names would be capped at a length of 9. The gray names are unfortunately not possible, and not necessary, as there aren't enough image slots left for the arena

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  • Nipple Nibbler
    replied
    Great work so far.

    It would be nice to have those dots under your ship to show shrap while in shark.

    Is there a way we can add to the overlay for dd/jd to show enemy players at high deaths?

    Leave a comment:


  • BIET
    replied
    Originally posted by project dragon View Post
    Good work on updating the graphics, I like the scoreboard rework!

    For the rep idea, I know the original weapons gauge graphics already show you your shrap amount as the graphics behind the bomb changes. Setting weapons gauge to text already shows you the shrap amount along with bomb lvl. Is there a way to harmonize both settings?

    For the statbox above radar, I feel like there is some redundancy in basing for showing the flag time twice, at radar and in the scorebox. I don't feel like both are required but others may like it. The idea of showing shrap# and reps remaining may also be redundant because they are already shown on the weapons gauge on the left of our screen. I think that section should be for info that is not already available to players on their HUD (K/D is hidden in F2 so it's nice to have available, for example). I think the rpd idea is okay. Along the lines of that, it could maybe show efficiencies in all the ships (ie: rpd in sharks, K/bul for spiders, K/burst(bul) for terrs). I feel that the stat area above radar should just be for info that we can't immediately see at a glance while playing.
    So weird that they decided that the shrap amount is visible in the text version but not in the icon version. The game even has the graphics for it, it's just not used. The bomb alt graphic only shows if your bomb has shrap, not the amount. The idea was to just add the original graphics used for repel count etc. and add those left to the bomb graphic like you can see in one of the earlier screenshots.

    As for the player display. I'm working on a version that would allow for all sorts of stats to show there, or none at all. Currently you can switch between OFF/PLAYER SCORE ONLY/ON. The second one just hides the team scores on top of your personal score. The new version would allow you to select the info you want. So if you'd like RPD to show up, it will be there. As for the reps amount showing there, it might be redundant, as it's already on your screen, but the main idea is that it would also allow to see the current reps of your shark partner.

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    Other stats could also be improved upon. Another way to visualize, and bring it into focus, could be to show your total reps right below your ship.

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    Other ideas are to add respawn timers of team mates to the player display (bottom right) or implementing those in the line-up dots at the top.
    Attached Files

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  • project dragon
    replied
    Good work on updating the graphics, I like the scoreboard rework!

    For the rep idea, I know the original weapons gauge graphics already show you your shrap amount as the graphics behind the bomb changes. Setting weapons gauge to text already shows you the shrap amount along with bomb lvl. Is there a way to harmonize both settings?

    For the statbox above radar, I feel like there is some redundancy in basing for showing the flag time twice, at radar and in the scorebox. I don't feel like both are required but others may like it. The idea of showing shrap# and reps remaining may also be redundant because they are already shown on the weapons gauge on the left of our screen. I think that section should be for info that is not already available to players on their HUD (K/D is hidden in F2 so it's nice to have available, for example). I think the rpd idea is okay. Along the lines of that, it could maybe show efficiencies in all the ships (ie: rpd in sharks, K/bul for spiders, K/burst(bul) for terrs). I feel that the stat area above radar should just be for info that we can't immediately see at a glance while playing.

    Leave a comment:


  • BIET
    replied
    Originally posted by Vehicle View Post
    I like everything you've done and it looks great. But I think the 8 dots in TWBD are pointless. They really serve no purpose that would come up every game, at least in a jd or dd you know how many players are in.
    That's why they are optional. Unfortunately it's either on or off for both BD and DD/JD. DD and JD do have a mini version on the sides of the round score box. So you never miss out entirely.

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  • Vehicle
    replied
    I like everything you've done and it looks great. But I think the 8 dots in TWBD are pointless. They really serve no purpose that would come up every game, at least in a jd or dd you know how many players are in.

    Leave a comment:


  • Dwopple
    replied
    Originally posted by BIET View Post

    Went with this variant in the end. The names being aligned with the scores cleans it up a lot. Made the name text a bit darker so scores stand out more too. If the middle was removed it would actually make it harder to read scores, as they would be too close to each other.

    Pressure, that repel/shrap counter would be an option, not the default. So you would just not use it if you don't like it.

    Was also thinking, for reps it might make sense to include the rep count of your partner shark? And maybe an indicator that tells you he's respawning? Appreciate the feedback!
    i like this layout. What about making the scores / timers red like actual scoreboards?

    Leave a comment:


  • BIET
    replied
    Originally posted by BIET View Post
    BD and DD/JD

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    Went with this variant in the end. The names being aligned with the scores cleans it up a lot. Made the name text a bit darker so scores stand out more too. If the middle was removed it would actually make it harder to read scores, as they would be too close to each other.

    Pressure, that repel/shrap counter would be an option, not the default. So you would just not use it if you don't like it.

    Was also thinking, for reps it might make sense to include the rep count of your partner shark? And maybe an indicator that tells you he's respawning? Appreciate the feedback!

    Leave a comment:


  • Pressure
    replied
    Originally posted by BIET View Post
    Could add an indicator for shrap like this. Which would fit in with the game's design, but might not be visible enough.

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    Yes

    Originally posted by BIET View Post

    Maybe something like this for repels and shrap

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    No

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  • Pressure
    replied
    Originally posted by BIET View Post
    a couple of options. top is current scoreboard

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    I like your additions to the graphics so far! But simple is better. Can we see the quoted graphic with all of the stuff in the middle removed, leaving only the team names and time accumulated for each team (centered over one another)? Remove vs, remove total game time, remove the dots, etc.

    Switching colors between blue/yellow based on flag control will get confusing. I know whether my team has flag. I look at the scoreboard for time only. Could try having your team names/time in yellow and enemy team names/time in blue.
    Last edited by Pressure; 07-18-2020, 11:25 AM.

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  • BIET
    replied
    Thanks to rab I found a way how to display the line-up indicators at the top selectively. There is an option View > Options > Other called "Use Optional Level Graphics and Sound". If you uncheck it, the dots will not show for you. Now you may think: "But.. Wait..! I liked those during setup". No worries, those will still be there. How? Magic

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    Let me know if you are running into any issues with the setting turned off.

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  • BIET
    replied
    You know, it doesn't have to be a choice. I could put all of those in and players could pick the one they like.

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  • WillBy
    replied
    Originally posted by BIET View Post

    Shrap info is a bit unreliable, but I can put in some code to see if it would do the trick. Are there shrapnel upgrades in greens? if so, that might make it harder still. Or was the shrapnel count locked and did it switch each death? I remember hearing about that somewhere, but that might've just be something experimented with in ?go base or twbd2. Could certainly look at adding some sort of indicator for shrap amount if the data is accurate (enough).

    RPD would be easy to show, and could include some extra info like total reps, or higher precision (2.95.. 2.543.. etc.)

    Reps remaining is slightly less tricky compared to shrap, but again, greened reps might be unreliable. Like shrap, could also add an indicator if accurate (enough).

    Team kills could replace deaths maybe? So white number = normal kills, and red number = team kills
    Both shrap and reps are available from greens. A shrap indicator would be most useful (to me) but I get how it could be unreliable. Any/all of those alternatives look good, I'd like to see hear some input from others before any direction on what's best

    Leave a comment:


  • BIET
    replied
    Could add an indicator for shrap like this. Which would fit in with the game's design, but might not be visible enough.

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    For RPD. RPD ratio with 2 decimals on the left, total reps on the right

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    For team kills. Enemy kills on the left, team kills on the right

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    Maybe something like this for repels and shrap

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  • BIET
    replied
    Originally posted by WillBy View Post
    Agreed, I like the concept of the colors, but it doesn't really make sense for spectators. The negative space text is cool but kind of distracting.

    Something cool to add at some point would be changing the personal K for sharks into something more useful. Maybe others who actually get more than 10 kp30 enjoy this stat, but I've never really been interested. Stats I would like to see live (though I dont know how easy these are to count/live update):
    • shrap is either 0, 3, or 5, and I dont like typing ?status to know which angle;
    • RPD, though this one wont be too interesting after the first 2 minutes;
    • reps remaining, this one can be solved with custom graphics though;
    • or teamkills in addition to the existing K, which might let you gauge aggressiveness.
    Shrap info is a bit unreliable, but I can put in some code to see if it would do the trick. Are there shrapnel upgrades in greens? if so, that might make it harder still. Or was the shrapnel count locked and did it switch each death? I remember hearing about that somewhere, but that might've just be something experimented with in ?go base or twbd2. Could certainly look at adding some sort of indicator for shrap amount if the data is accurate (enough).

    RPD would be easy to show, and could include some extra info like total reps, or higher precision (2.95.. 2.543.. etc.)

    Reps remaining is slightly less tricky compared to shrap, but again, greened reps might be unreliable. Like shrap, could also add an indicator if accurate (enough).

    Team kills could replace deaths maybe? So white number = normal kills, and red number = team kills

    Leave a comment:

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