M1 | M2 | 055 | 001
|Summary:||[Enhancement] - Custom full-screen HUD Elements (scaling & location)|
|Product:||Odamex||Reporter:||Luis "DX-Chain" A. <dxchain1>|
|Component:||Client||Assignee:||Odamex Bug Reporter <odamex-bug-reporter>|
|Version:||(old) 0.5.0 - 0.5.5|
Description Luis "DX-Chain" A. 2011-06-28 22:15:42 UTC
After a thorough playtesting of the latest Odamex version (0.5.3), there was much discussion among the players involved that the full-screen HUD could use a vast improvement (as well as the scoreboard, but that's another issue altogether). Essentially, it would be in the port's best interest to be the first Doom incarnation to feature a custom full-screen HUD with the very essence of Quake Live's "VisualHUD." To give it a look, check out: http://visualhud.pk69.com/ In a nutshell, Odamex's full-screen HUD could have its individual elements be independent of one another. So the health icon and value can be one element, while the ammo icon and counter can be another. The default full-screen HUD can be what is in place now, but within the game menus there can be an interface ala VisualHUD, where you can intuitively add or remove desired elements (so people who want a timer on screen can have one, but it wouldn't be required), drag the elements (or place exact coordinates on the screen for those picky people), and re-size the icon and counters as they wish. This could make for an even better multiplayer experience, and players wouldn't need to conform to one given visual preference or standard but their own.