劲爆放出!官方网站上国外玩家发布的Inf用户界面(HUD)设计

38楼的图让我们眼前大亮~

有点复杂呀 颜色最好多弄几种 以示区分 要不就几人操作一艘大型的也行 网吧生意要好了 呵呵

** 是啊,如果大型的船,可以几个人组队控制一只的模式的**
话,那几个人在网吧坐在一起玩就有绝对的优势啊!
** 不知道以后会不会流行家里按路由,然后几个朋友带上各**
自的本本,到某个人的家里,连上路由,一起玩!!

38楼亮了!

第一种实在是太酷了,好喜欢呀!喜欢喜欢,支持支持!
我就喜欢高科技感强烈的玩意;A043;

http://www.infinity-universe.com/Infinity/index.php?option=com_smf&Itemid=75&topic=12000.0
国外官方论坛junaum 发布的新图
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新UI啊 不过感觉很凌乱很繁杂

恩 新的确实复杂 eve跟这一比都简单的很了

**48# 10的112次方 **

** 非常强大,可惜都是E文界面,看不懂的说……不知道各种**
非战斗系统(比如市场系统,殖民系统等……)如何,哎……

阿波罗111啊

邪恶的想法就是为了去网吧开全界面
在家全隐藏;A025;

INF的UI应该会做成可调试的吧 要什么就调什么出来 不要的 先关掉 如果可以 我只要准星!

最后这个挺清晰的。。

;A006;这操作起来会够复杂的

不错,注意的是要可繁可简,满足从专业玩家到休闲玩家的要求~ 很明显,专业玩家能更充分利用HUD信息。

举例:战地2中,右上角有小地图信息 左上角文字信息 左下有自身和载具的HP信息,中下有载具姿势信息,右下有自身和载具的武器信息Q和T键发送无线电快捷信息,按TAB、回车等都能显示更多的信息,每个玩家对这些信息的吸收、分析、利用程度都是不同的,有些玩家可以消化所有信息,而有些玩家连小地图都不会看。

比现代战机的还繁杂……
模拟飞行都比新的简洁……

What have being worked so far was Combat and Navigation potential HUD elements. Mining, Marketing and other gameplay aspects will be worked later.

Infinity Admin, here we go for the new Shield Management and Energy Management control skeletons (also added a Hitpoint “fill bar” to the hardpoints):

hitpointrose.jpg

Instead of “colors”, the shield indicator, armor indicator, thruster (small balls) indicators are just “eaten”, they get smaller and smaller until they vanish. Simple like that. So if you don’t see small white balls to the left, or a blue line, someone is beating you on the left ear. Same for the target.

Surface Mode

hud_shieldsystem2-6.jpg

Cruise / Reference Mode

hud_shieldsystem3.jpg

Red line = armor (gets eaten when damaged)
Blue line = shield (gets eaten when damaged)
white balls = thrusters (fade when damaged)
Yellow= Shield force balance. Goes as dashes (user has 6 sides, and bydefualt, 6 aditional forces to redistribute - each yeallow line is ashield that was redirected).

front

top

left * right

bottom

back

hud18.jpg

What’s new:

*** Overal design change.**
-In order to make individual and progressive gadget design easier, I’llbe working with a “boxed” style HUD for now. That will make it easierfor me to build visual modules without all the design accuracy therounded hud needed. After I get the modules standardization done andapproved, I’ll work on something design/beauty oriented and might getback to a rounded approach (as it proved to be a very clean andvisually ergonomical aproach to a HUD)

*** Hardpoints update**
-Harpoints are now placed on floating bars. The user setup those bars,chosing their size, position, colors, amount of slots, etc.

  • Eachharpoint now features It’s “load” (blue bar + number :: ammo/charges),HP (red bar + number), hardpoint icon, target number (who is beingshot with this), weapon group (02g, 03g) and the weapon lock status.
  • Weapon Grouping tools added. You can select, group, ungroup and setup your defaults for every single hardpoint slot bar.
    -Hardpoint Slot bars features minimization, close and local-minimization( |< ) - those features can be found on almost all other gadgets aswell.

*** Fuel and cargo Bay**

  • Become 2 simple bars with their respective icons. If clicked, it’ll open it’s respective container.

*** I turned the “Remote Devices” into a visual control. Icons are better than explorer-like trees.**

  • Each “Remote device” has Health Points (red bar + number), an icon, it’s group number and an individual “setup” control.
    -Remote devices can be selected, grouped, ungrouped, called back(recall), Launched from bay, gave to other player, configured (defaultactions and stuff), activated (against a selected target), ordered toorbit something, or have it’s AI (automation) activated.
  • The"Remote devices" gadget can be positioned, resized, configured (colors,icons, fonts) just like any other gadget on Infinity.

*** Added the potential “Cooling” mini-game**

  • Works like the “Energy” (thrusters, Hardpoints, Shields) balance - you choose what should be priority on cooling
    -Cooling is a Harpoint device, so, if you don’t have cooling equipment,you won’t have cooling (or the cooling mini-game) at all.
  • Coolingwill probably be an issue just for big ships, to make it’s (usually)static game play a bit more interesting (plus the added tactical viewcrew management and resources administration).
  • The cooling gadgetconsists of the areas you want to prioritize, the amount of balancededicated to each are and how close to it’s limit temperature it is(outer rings)
  • Cooling importance is yet to be defined by the devs,IF it make to the game. Still, having a gadget for visual case studywill help on the process of creation and decision of what should be oninfinity.

*** Added “Historic” gadget**

  • Damage reports, events, stuff that happens, on a timeline, registered for logs and lols.

*** Added “Conditions” gadget**
-A group of variables that determine the usability of your ship and yourship systems (for instance, gravity can affect thrusters, speed andmaneuverability)

  • The gadget can be positioned, resized, configured (colors, icons, fonts) just like any other gadget on Infinity.

*** Added “Momentum direction” gadge**t
-A small arrow, surrounded by small short lines that represent thecurrent 3D direction of the ship and the thrusters used (right bottomcorner inside the “shields” gadget)

  • The arrow will 3D rotate around it’s axis, pointing the current dislocation direction (i.e. strafing right)
  • The small short lines will flash in color (red, yellow, whatever) to indicate which thruster is being used.

*** Added “PVE and PVP” goals gadgets**
-PVE goal shows the current goal of the currently selected PVEmission/quest milestone. It features a “setup” icon to be configuredor to switch between currently owned missions/quests.

  • PVP goals shows your pvp attributions given by your hierarchical fleet “boss”. It features a “setup” icon to be configured.

*** Focused Target and locked targets**
-Focused target now shows it’s full “directional shields” status andwhich weapon groups are assigned to it (shooting/affecting him).

  • Locked targets (target queue) had a slight design change

*** Added the “Internal Systems” bar**

  • Similar to hardpoints slot bar but it features native system of the ship (Autopilot, warpdrive, gears, radar)
    -Each and every internal system has it’s own exclusive information type(For instance, autopilot button displays the number of checkpoints ahead
  • Every internal system can has a “setup” icon within it.
  • The gadget can be positioned, resized, configured (colors, icons, fonts) just like any other gadget on Infinity.

What’s next

*Make a new, organized post with all gadgets, detailed explained (afterIA response and fixing), including the Fleet, chat (Comm) and Intelwindows (currently minimized on this post). Also, the maps andcruise/reference navigation modes.

*** Add Tactical View** (an aditional RTS control for big ships - they should still be controllable within the internal view mode) ***

  • 3rd person, rotational view of big ships
    -Path control navigation system (A simple “set course and distance”,step-by-step, path line construction mechanism - First set an angle(using a 3d spherical hud “device”) then a distance, then set the nextstrand of the line until you have designed your full course - also, canbe set by clicking objects/ships/planets)
    -Hardpoints assigmentmanagement (for multiple targets being affected by multiple hardpoints- a visualization and control tool a bit deeper than the one currentlyavailable on the small fighter HUD)
    -Dock aligment and external docking controls
  • Crew management (multiple Players, same ship, managed by a comander/navigator)
    - Ship Boarding control (allow, dismiss people in the ship)
    - Hardpoints and Harpoints groups assigment to crew (who can shoot with what?)
    -Weapons view (FPS control of guns and guns groups on big ships)
    -Garages Managements (Who can enter, who can’t, priorities setting, per request permissions)
    -Fleet commanding functionalities: set paths, kill orders, fall back orders, orbit, formations, etc

*** Hardpoint and Modules administration (fitting) interface**

Personal note for later work:

***For the tactical view / big ship gameplay, focus a mini-game approachthat integrates real crew (players) management and ship resourcesassignments (hardpoints, hardpoints groups, garages, energy) so thatthe battleship captain feels more like a captain (delegating andmanaging resources) and less of a pilot. I do not plan to make abattleship impossible to be managed by a single player, but to make itworth (big advantage) to have multiple player and micro management.For instance, instead of the normal Energy Rose (T, H, S) the captainmight actually have an Energy distribution based on his crew (givingaway more energy for player A, who is controlling shields and 2hardpoints then player B who is controlling 8 hardpoints and cooling) -that way, player A and B have to work their way out with the givenenergy, as player A and B will feature their own sub-energy-rose to usetheir energy in the better possible way. So, a battleship captain willbe able to play a 2.5km ship alone, but that ship will strongly benefitfrom a captain that strategically delegates power and manages resourcesinstead of going spearhead.

Garage, cargo hold and fuelmanagement might play an important strategic hole as well. The “fleetcommanding” features on the tactical (will be available for small shipssquad leaders too) can be designed in such a way that garage/cargo/fuelresources become critical. Imagine a big carrier captain, managingdozens of ships ins-outs, their fuel consumption, their cargo spaceoccupancy (loots/salvages), garage occupation, repairing resources andso on. All this can be seamless integrated in one single managementcontrol: the tactical view mode.

出来了这么多的hud 不知道哪个能被选上啊 或许会被整合化的利用吧

第二种不错。
第一种看上去太乱。