Grip Trailer 1 discussion

Discuss the trailers, news or campaigns related to GRIP
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KazzyMac
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Re: Grip Trailer 1 discussion

Postby KazzyMac » Wed Jul 08, 2015 6:50 pm

Tazeram wrote:Well i personally like the style of the HUD. Not obtrusive to the eye, due to subtle grey colour and its simplicity, yet classy and has elements of a Sci-Fi theme.

One suggestion, taking into consideration Justify's comment, is that the weapons or power ups inside the octagons could each be individually colour coded. That way you could potentially notice what weapon or power up you have in the corner of your eye, without having to properly look down and notice the shape of the icon.

I'm not sure how much that would actually help, but it's a suggestion!


I agree, colour-coding the weapons is probably a good idea; in the heat of battle it's more advantageous to be able to distinguish a particular power-up by its colour alone rather than having to focus on it to determine the shape of the icon itself.

Being blind I speak with full experience :P
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Re: Grip Trailer 1 discussion

Postby Unreal.2K7 » Wed Jul 08, 2015 8:09 pm

Yeah like, in rc you have blue icons for defensive weapons, red icons for offensive ones.
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Re: Grip Trailer 1 discussion

Postby KazzyMac » Wed Jul 08, 2015 8:52 pm

Unreal.2K7 wrote:Yeah like, in rc you have blue icons for defensive weapons, red icons for offensive ones.

But then, even though you know it's either a weapon (red) or a utility (blue), from a glance you can't tell whether a blue icon is a boost or a shield or a wormhole.

Having individual colours (or sets of colours) for each different power-up would do away with that. And dare I say it again, Blur as a moderately recent game is a good example; every weapon was colour-coded. You didn't need to see what each one was, you learned to associate the colours with the power-up - i.e. pink was the little fast bolts, orange was the mine, purple was the GTFO personal-space maker. Those are all -weapons- but different weapons.

In Rollcage they'd all have red icons and I'd have to look and see which ones were which, instead of being able to tell at a glance by the colours. That was the point being made :mrgreen: sorry for the convoluted answer, but things like this are a big deal to me due to my eyesight; the less time my eyes are off the important parts of the screen the better (it's why I don't use the rear-view mirror in rollcage, for example. Too much up from my field of view to make use of).
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Re: Grip Trailer 1 discussion

Postby Torben » Thu Jul 09, 2015 5:30 am

About colo(u)r coding, don't forget to use any colorblind-friendly colo(u)rs.

About the trailer: love it. The interface is a bit big, but it has an advantage: it shows only the neccessary information - with the exception of lap count. That means you'll have the space. And a smaller interface might be...well...'too small'.

I'm pretty sure it will be modified during tests if people complain about the size, but it looks fine to me.
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Re: Grip Trailer 1 discussion

Postby Broscar » Thu Jul 09, 2015 9:55 am

Unreal.2K7 wrote:What about missiles? Them sexy smoke trails, hhhnngggg!!

They made good use of UE4's particle system :3

Tazeram wrote:and i see multiple routes that you can choose to go, which is just what i wanted!

harrisonosirrah wrote:I also loved the giant shadow that the antennae (with the purple flashing light) cast over the race track, it made the world feel big and epic.

Quoted for truth.

@Stinkinmushroom: Colour-coding icons for the HUD would be a mistake, imo, partially due to colour-blindness issues. Giving them similar colours make it a coherent design to boot (less 'all over the place') (offensive weapons and defensive weapons often have different colours though). Personally I'd scale it smaller and make the icons smaller too.
You've got the right idea for HUD icons; they're descriptive of what they are/do and not just a bunch of abstract lines. Keep the symbols really simple and varied though; people have to know what they have at a glance and having complicated icons will force people to spend more time 'decoding' what they see.

Love the animation, especially how the bullets (+ casings :p) shoot out after being hit by the speeding lines behind them.

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Re: Grip Trailer 1 discussion

Postby Moo » Thu Jul 09, 2015 10:32 am

Stinkinmushroom wrote:
Justify wrote:I love everything that I saw in the trailer, but I don't like the HUD either. It's a very basic HUD. I don't think much focus was on developing it till now, absolutely understandable. The icons don't look that good either, but I can't quite grasp what is wrong with them. They are just a bit too bland.

Back when I played rollcage I sometimes had the problem to not know what power ups I just picked up. Though I think it was a bigger problem in RC2 than RC1. The reason for this was, because I was so focused on the race (especially in the higher difficulties) I couldn't afford to look to the bottom left of the screen. Because you know: everything is happening pretty fast in RC.

That brings me to an idea. Maybe there is a way to integrate the indication for the weapons/power ups directly into the models of the cars instead of a hud. That way you make the game a bit more immersive. You could make that an option in the config menu so people can play it like they are used to, if they want to. It should be subtile but obvious. Like a shiny texture on the car that changes - like a outside display or something. Nothing that changes the appearence of the cars too much. Or just give each power up a different color and make some part of the car glow in that color, make it more obvious for double-power-ups.

Or maybe I'm just over-thinking this. I'm just so excited.


The hud is definitely still a work in progress so expect a redesign etc. Thanks for the feedback. For information, i contacted the devs and asked if i could help somehow by doing a logo animation. You can see it at the end of the trailer. Then they asked if i cod design the hud in the last week and i gave em the one you saw in the trailer. Its definitely not final so your feedback is very welcome. I designed it with the logo lines in mind. That why its very straight and octogonal. I dont have much experience with designing huds hehe as I specialise more in video animation. Anyway, like said before its a work in progress definitely and I hope we'll be able to find a cooler/ more appropriate design for the icons.


Maybe I could help you out with the HUD icons. I'm no experienced veteran when it comes to HUDs either, but I did some HUD concept art for this guy's project. Seen here: https://youtu.be/_eDifr0jNxU
sus

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Re: Grip Trailer 1 discussion

Postby KazzyMac » Thu Jul 09, 2015 10:50 am

Blur and Split/Second used the car as a sort of HUD (Split/Second moreso) by 'sticking' important things (in this case weapon icons and stuff) behind the cars. So having the weapon icons following the car directly could be possible?

Though, I'm hoping that we get some sort of sick jet-engine aftertrail, which might get in the way of those icons. :P Maybe an option to stick the weapon HUD in the center-bottom of the screen as opposed to the far-left would be a good idea? Then it's always right beneath the car and you don't need to look anywhere. Choices, choices.
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Re: Grip Trailer 1 discussion

Postby Broscar » Thu Jul 09, 2015 10:53 am

I'm not moving the posts in this thread, but I've decided to create a dedicated HUD thread.
Let's use that for HUD suggestions and such :)

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Re: Grip Trailer 1 discussion

Postby Stinkinmushroom » Thu Jul 09, 2015 4:03 pm

So what do you guys think of this tracks design? I was really happy to see:

Multiple routes
Driving on the roof confirmed
Great atmosphere and lightning. It really looks great.

The next trailer should have a DnB tune to it :p

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Re: Grip Trailer 1 discussion

Postby Tazeram » Thu Jul 09, 2015 7:01 pm

Yeah, the track design is awesome!

Also, the level of graphics in general. It's amazing how two people are responsible for this games work thus far! Seriously talented!

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Re: Grip Trailer 1 discussion

Postby Chris_CE » Fri Jul 10, 2015 11:47 pm

I definitely want to add dnb to the next trailer. I had a lot of fun doing this one, though.

Thanks for the praise, guys :D

We've been working our asses off to get that to you.
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Re: Grip Trailer 1 discussion

Postby Tazeram » Sat Jul 11, 2015 7:03 pm

I keep watching the trailer over to get a good sense of the features in the game.

I just noticed that there is a subtle ripple effect in your field of vision when you use the booster power-up. That's pretty neat!

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Re: Grip Trailer 1 discussion

Postby Chris_CE » Sat Jul 11, 2015 11:59 pm

Yeah, Rob is working on that. It's not quite where we want it yet, but it's a nice indication of speed. It'll no doubt look better for the KS video
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Re: Grip Trailer 1 discussion

Postby Tiakh » Sun Jul 12, 2015 10:10 am

I really liked the trailer :) also got a friend to green light it on steam because of the trailer.

But what im missing are the trails of the backlight or/and the boosters. Having longer trails makes it feel faster.
Especially, while using a booster power-up. The faster you go the longer the trails ;)

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Re: Grip Trailer 1 discussion

Postby Tazeram » Sun Jul 12, 2015 6:50 pm

Maybe there could be more visible trails on tracks during the night... as i remember reading the game will have customisable day / night cycle and weather for each track.
Last edited by Tazeram on Sun Jul 26, 2015 1:14 pm, edited 1 time in total.

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Re: Grip Trailer 1 discussion

Postby Muskylounger » Sat Jul 25, 2015 9:38 pm

What I liked in the screenshots but didn't seem to make it into the trailer was the destructible pillars in the tunnel. They were there but didn't get hit. Hopefully they've got this working correctly for gameplay and in the final game there are bigger structures you can topple as well as lots of smaller destructible things like this.

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Re: Grip Trailer 1 discussion

Postby Chris_CE » Sun Jul 26, 2015 5:20 pm

Expect to see some destruction in the next video(s). We want destruction to be a big part of the game.

Also, I like the idea of doing long light trails in turbo or at night. I'm sold.
Expect to see that :P
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Re: Grip Trailer 1 discussion

Postby Xaotros » Sun Jul 26, 2015 9:52 pm

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"We (Sony) never retire any franchise" - Shuhei Yoshida, the current President of SCE (Sony Computer Entertainment Inc)

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Re: Grip Trailer 1 discussion

Postby Muskylounger » Sun Jul 26, 2015 11:07 pm

Chris_CE wrote:Expect to see some destruction in the next video(s). We want destruction to be a big part of the game.

Also, I like the idea of doing long light trails in turbo or at night. I'm sold.
Expect to see that :P


Yess so excited for destruction, the Battlefield Bad Company 2 of racing games!

Trails sound cool too

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Re: Grip Trailer 1 discussion

Postby Stage III » Mon Aug 03, 2015 1:54 pm

What I noticed was that the camera is more akin to RC1. Also the scope seemed wider (tracks). RC2 for me it seemed as if every thing is miniature in scale cars and tracks.


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