PROPOSAL (1) Improve Flood's current display interface and damage mechanics associated with user health. _______________________________________________________ SPECIFICS Spoiler: Health Bar Display (1) Replace percentage (%) units with health point (HP) units. (2) Sustained health loss for a given time period should be briefly represented as yellow in users' life bars. Spoiler: Damage System (1) Without altering rate, the amount of damage that water inflicts should be more rounded out (as opposed to being a flat sum) with respect to exposure duration. Current damage rate . . . . . . . -4 HP /0.50 second (normal rounds) Improved damage rate . . . . . -1 HP / 0.125 second (normal rounds) (2) The above concept should also apply to Bug Bait fumes. @Bayrock @Donkie
I like the health bar. Water (trigger_hurt) deals damage every half a second. Not sure if the rate of damage dealt can be changed. Currently -4hp per half second. Death in ~12.5s. Improved? -2hp per quarter second. I think bug bait damage rate can be changed.
SSG's damage system follows a point-by-point basis, so I don't see why we couldn't or shouldn't be able to adhere to it too. Again, though, we're not looking into changing the damage rate. Just damage distribution. -4 HP / 0.5 sec. = (-1 HP / 0.125 sec.) x 4
It should deal the same damage to water as we have right now but it would be cool if health keeps on constantly going down when attacked by piranhas.
How about this? Phase info, timer, and cash has been moved to the top. Vote box has been moved a bit. Current phase is shown at the top left, timer in the middle, and cash in the right. When the timer has 30 secs left, it turns yellow. When there is 15 secs left, it pulses between red and yellow (changes every 1 sec?). Added player name, damage counter, and prop health. Player name when spectating, "(spec)" prefix is added to replace the current "now spectating" in chat. Example: "(spec)Dr. Pit Lazarus" If the name exceeds the box, an ellipsis (...) replaces part of the name. Damage counter for players' convenience rather than opening tab to see their damage. Add a clip counter for ammo rather than just total ammo. Add a prop health bar, shows number of live props / total props and total remaining health points. Bar is filled by remaining HP (like in scoreboard). Colours and icons are eh. Suggestions are welcome. (sorry this isn't organised, tired.)
This is fucking great but I think there is too much shit blocking the player's view (distraction). Maybe place bar up top to the bottom whilst decreasing it size?
Without paying attention to the extra clutter in the HUD, I think the displays need to be more compacted and confined to the bottom portion of the screen. Nonetheless, it's a nice start. When I have time tonight I'll experiment some more with the health / ammo / cash meter designs.
The most thing that is eye catching the clutter is the top and the votebox. If they were smaller that would be great including the HUD.
Rather than creating a giant mock-up of the HUD in one sitting, I'm going to tackle one piece at a time. Here is my second attempt with redesigning the HP / Ammo / Money meters. Design emphasizes general simplicity over aesthetics (e.g. icomoon icons). Font is in need of proper adjustments. Please inform us about anything introduced so far that may tickle your fancy. ______________________________________________________ @Donkie . . . . . Question: What font type does Flood's HUD utilize? @Bayrock