One of several HUD concepts I am trying out for my Mode7 FPS/RTS hybrid game.
My game is sort of a mix up between Ultrabots and Battlezone2. I am carefully planning out each element. Does this HUD fit the style of the game or should I go with a minimalistic helmet view? Questions and positive criticism welcome!
So I take it the four smaller viewscreens on the left are views from members of your squad or whatever?
The "1200m" at center by the crosshair is to indicate a waypoint?
If I was nit-picky I'd say move health and stamina to the upper-left and upper-right corners, and/or make them smaller or even remove the text label; I think people would understand them well enough without labels taking up valuable screen space.
Looks like a massive project you have on your hands...I wish you best of success!
2. Actually that shows weapon range but I do plan to add a way-point marker.
3. I agree. This was only a first attempt so I will make some adjustments and post more variants.
This project is based on a board game I designed. It is rather ambitious but fortunately I have a good portion of the graphics already completed. (Basically 3d models turned into rotational sprites.) I may need to develop a custom extension because I need to simulate the real world dimensions of the moon. The location of the game objects will be stored in an array and by the game engine reading the characters from the text file, it will output them to the game world accordingly. This all sounds good on paper but I am unsure if this is the best solution. The original Wing Commander allowed the player to skip warping between way-points and you could in theory fly manually to the next sector. (this took some time!) Although my method handling this is likely going to be very different I am aiming for a similar result.