The mine indicator on the HUD: Keep it or kill it?

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The mine indicator on the HUD: Keep it or kill it?

Keep it, I like stuff in my face.
15
52%
Kill it. Frisbee that thing into outer space.
14
48%
 
Total votes: 29

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Chris_CE
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The mine indicator on the HUD: Keep it or kill it?

Postby Chris_CE » Sat Oct 01, 2016 6:01 pm

Do you like the mine indicator for the HUD?

Please vote
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Queadah
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Re: The mine indicator on the HUD: Keep it or kill it?

Postby Queadah » Sat Oct 01, 2016 8:51 pm

Voted "keep it" but it'd definitely need a facelift
  • adds to the futuristic vibe
  • benefits the HUD with useful info
  • complements the missile lock icons (that also needs minor face-lifting imo)
  • mitigates potential mine spam with proper notification = noob friendly
  • one of its elements would have to grow in size to let know of proximity

TheOnLY
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Re: The mine indicator on the HUD: Keep it or kill it?

Postby TheOnLY » Sat Oct 01, 2016 9:06 pm

I dont like it, but if it is going to stay it Id like it to give the player some information.
It could be something like this, being red for an enemy mine and green for a friendy:
ImageImage
The upper number is distance in meters, the lower one time they will still be active.

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Queadah
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Re: The mine indicator on the HUD: Keep it or kill it?

Postby Queadah » Sat Oct 01, 2016 9:20 pm

TheOnLY wrote:I dont like it, but if it is going to stay it Id like it to give the player some information.
It could be something like this, being red for an enemy mine and green for a friendy:
ImageImage
The upper number is distance in meters, the lower one time they will still be active

+1, current implementation is too raw and most probably a place holder currently.
However, TheOnly, as the other vote said:
https://cagedelement.com/forum/viewtopic.php?f=23&t=3496
there's mostly a preference for mines to have the same color regarless of the owner so... would it make sense to have different mine alert colors if the mines are all the same? (Plus, I'm sorry but your own mines should blow you up, no?)

TheOnLY
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Re: The mine indicator on the HUD: Keep it or kill it?

Postby TheOnLY » Sat Oct 01, 2016 9:29 pm

Queadah wrote:(Plus, I'm sorry but your own mines should blow you up, no?)

Yes, they should (and therefore there is no need for them to be different), but since this it doesn't seem to happen this could be a solution to distinguish them.

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Tathendal
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Re: The mine indicator on the HUD: Keep it or kill it?

Postby Tathendal » Sun Oct 02, 2016 1:54 pm

No, please. It captures attention too much and in the end is just distracting. Also if someone places a mine in a good spot and you don't see it in time with your own eyes you deserve to drive into it (that's the whole point of mines; to seek a good spot for it and try o place it so that opponents drive into it, isn't it?)

At least let us disable it if it stays? Also -1 for distance indicator, LESS IS MORE in this case

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Re: The mine indicator on the HUD: Keep it or kill it?

Postby VooDooQky » Sun Oct 02, 2016 3:09 pm

I vote for no. Distracts me too much.

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Chris_CE
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Re: The mine indicator on the HUD: Keep it or kill it?

Postby Chris_CE » Thu Oct 06, 2016 1:09 pm

What if we make the indicator 50% smaller?
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kerikeron
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Re: The mine indicator on the HUD: Keep it or kill it?

Postby kerikeron » Thu Oct 06, 2016 2:22 pm

The current indicator just doesn't blend well. I think the real issue with the mine is we can't see it on the ground along with it's detonation radius. Considering GRIP's constant GPS tracker of all cars on the top left, just make it so on your own line there is a mine indicator. So if you're within 2000m of a mine, you know it's coming. That's all the information one should need. Should honestly be the same with assassin missile since you get random beeping when it's no where near you.

http://i.imgur.com/StDbSEc.jpg

Picture as an example.
Last edited by kerikeron on Thu Oct 06, 2016 2:27 pm, edited 2 times in total.

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StickyBassline
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Re: The mine indicator on the HUD: Keep it or kill it?

Postby StickyBassline » Thu Oct 06, 2016 2:22 pm

... I don't know D: I've never been bothered by it so I've never thought about it
You're just a voice pal.

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Queadah
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Re: The mine indicator on the HUD: Keep it or kill it?

Postby Queadah » Thu Oct 06, 2016 3:00 pm

@Chris: definitely the size, yeah.

@kerikeron: I don't think the map should have that info, it wouldn't be precise enough. Going the way of the augmented reality like warplane's HUD sounds more like the way.

kerikeron wrote:The current indicator just doesn't blend well. I think the real issue with the mine is we can't see it on the ground along with it's detonation radius.

True, but even with a clear red circle on the ground and vertical line, the sheer distance, angle and speed we're coming at it **might** prevent us from anticipating them anyway. (Testing needed).

I'll draw a bunch of stuff as suggestions once I get my hands on my computer again.

kerikeron
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Re: The mine indicator on the HUD: Keep it or kill it?

Postby kerikeron » Thu Oct 06, 2016 4:26 pm

Queadah wrote:@kerikeron: I don't think the map should have that info, it wouldn't be precise enough. Going the way of the augmented reality like warplane's HUD sounds more like the way.


And if there are 3 mines and you're locking on with a missile?

I would just make the detonation radius the size of the mine itself and just go back to the red beam that shoots up a bit with the top left HUD icon. You get all information you need and it doesn't require an "in-your-face" styled crosshair.


We also should think about Arena here as well, because mines are going to be useless if all this information is displayed on-screen in Arena.

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Queadah
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Re: The mine indicator on the HUD: Keep it or kill it?

Postby Queadah » Thu Oct 06, 2016 11:21 pm

Alright people, Q's in da place bringing you concept #1:

Image
I call them, THE ARROWS OF SH*T :mrgreen:
  • 3 arrows that go outward the more you get close
  • the expansion animation also recalls of the mine exploding
  • it all indicates that you must GTFO in any direction pointed by those arrows and avoid the center
  • the center of the symbol lets place for the actual mine to be visible upclose
  • fades away when close enough to the mine
  • when very far, you barely see a small circle
  • light, small, intuitive, sexy
What about that?

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Tathendal
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Re: The mine indicator on the HUD: Keep it or kill it?

Postby Tathendal » Fri Oct 07, 2016 2:26 am

That looks cool!

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Django
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Re: The mine indicator on the HUD: Keep it or kill it?

Postby Django » Fri Oct 07, 2016 3:53 am

@Queadah

That looks nice 8-)

More future and animated -> much better.

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Sigrid
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Re: The mine indicator on the HUD: Keep it or kill it?

Postby Sigrid » Fri Oct 07, 2016 4:45 am

What i found disturbing with the mine indicator is it should be small when it appears (when we're still far from the mine) and then get a bit bigger as we drive closer, up to it's actual size (but not bigger or it would be too much).
I think this would be a good distance indicator, and not too visually disturbing at the same time (since it would be tiny at the beginning).

Then, as Queadah said, it does need a lifting. :mrgreen:

Jetgaze
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Re: The mine indicator on the HUD: Keep it or kill it?

Postby Jetgaze » Fri Oct 07, 2016 12:08 pm

^ yeah, remove constant animation. Make it expand as car get closer to the mine.

Though im not really sure mines should be marked via HUD. I had no problem detecting them before ...and now it just mess with rocket lock-on system.
Maybe make it optional? I just prefer less overlaping marks on the screen.

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Tathendal
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Re: The mine indicator on the HUD: Keep it or kill it?

Postby Tathendal » Fri Oct 07, 2016 1:38 pm

Or maybe the indicator could be shown not until there is 100m or 200m distance to the mine? Then the mines across the other side of a track wouldn't be so distracting (if the indicator stays)

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Queadah
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Re: The mine indicator on the HUD: Keep it or kill it?

Postby Queadah » Fri Oct 07, 2016 2:43 pm

Jetgaze wrote:^ yeah, remove constant animation. Make it expand as car get closer to the mine.

I know, that's what I wanted to achieve but I had to infinite loop this GIF so we can see it multiple times X)

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Queadah
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Re: The mine indicator on the HUD: Keep it or kill it?

Postby Queadah » Fri Oct 07, 2016 3:52 pm

Concept #2: for the cross lovers out there:

Image

...and a suggestion for the targeting:
Image


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