![]() I think one of the best things to look at for inspiration is MMORPGS, as the mages ususally get sick particle effects. Something like this but very elongated and well animated with more than 1 layer. Perhaps a good option for sheild would be some sort of particle barrier around the player that isn't a mesh effect. Still just about anything's better than the current implementation. The trouble with mesh effects like quake 3 is that they make it apparent when the mesh is low-poly. Overkill mod has a neat looking lightning effect in it's grenade explosion particles, maybe something like that could be used for strength. I might doodle some ideas out tonight and see what works. ![]() I absolutley belive that anything used has to work monochrome and have a distinctive outline, the COD buff icons aren't particularly good, they are only effective because of the fact that players are introduced to them with a text description of the buff. Still, looking cool + being intuitive > just looking cool. I also think that samual is putting a little bit to much emphasis on making the game intuitive on such a trivial level. The fist icon samual suggested is awkwardly tall, perhaps a shortened fist or skull (possibly shattering) would be suitable. Such as "Your weapons are now infused with Strength!" and "The enemy got the Strength powerup!" centerprints and notifications.Ĭoming up with good iconography for use in 3D is challenging. I should say though, with my notification system i'm working on now, there will be far better notifications for powerups. It will also be much easier to identify players with powerups with a new visual effect. such as cyan for invulnerability (more passive color), orange for strength (more aggressive color), this way they don't conflict with team coloring of Red and Blue teams. additionally, I think it may be a good idea to choose different colors for powerups now. Slightly related: I want to find a way to do a full-model effect (or similar, like a cylindrical energy ring around the player body) like seen in Quake games for the powerups. Most people figure these meanings out pretty quickly even without any other visual or linguistic cue. for example, Call of Duty shows "stopping power" (i.e., strength) with this icon, and it shows "juggernaut" (i.e., invulnerability) with this one or this one. (there is another discussion to be had there.) but that is the most recognizable symbol.īy the way, we absolutely can take note of how other games do these kind of notifications. For example, we can't really do an icon of a shield as there is no actual shield given to the player. this one is a bit difficult to demonstrate while keeping with the theme/styling of the game. As for Invulnerability (aka Shield, but that's not the real name for it). but I don't think this idea is quite as dis-ambiguous as a fist. Alternatively, we could have an exaggerated projectile in the center of a ring, showing some kind of powered-up weapon function. That's what we have you for! Essentially, we need two models which are generally recognizable to laymen/new players as to their function WITHOUT conflicting with the game design.įor Strength, I've been recommending a "fist" icon- sort of like this but with a ring such as in the logo around it. Hey guys, it has come up recently that we have a modeler who is willing to work on the powerup models! Problem is, we can't exactly think of the best icons to actually use for these model designs. ![]()
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