(WIP) HL 2: Ravenholm WM

Reveal what you have made so far and get feedback on development.

Re: (WIP) HL 2: Ravenholm WM

Postby Hollow on Fri Dec 07, 2012 11:24 pm

HUD looks like it was designed for a cartoony game with that font.
Also gotta fix your fog blending, as it doesn't match the sky.
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Re: (WIP) HL 2: Ravenholm WM

Postby Epifire on Fri Dec 07, 2012 11:52 pm

HUD font was designed that way primarily since we were getting away from the test chamber HEV suit look and getting a more hand painted theme for the font. Fog had been thrown in since the setting is the evening at sundown, where the fog is starting to roll in. I tossed it in since I thought it would look silly to have fog over the water without a little bit of haze in the distance views.
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Re: (WIP) HL 2: Ravenholm WM

Postby Hollow on Sat Dec 08, 2012 2:02 am

I think you misunderstood. The fog colour doesn't blend naturally with the skybox. It's a turqouise/blue haze when the sky is at sunset with orange/red/magenta tones, so it just looks odd.

Regarding the HUD, I can appreciate that you want to go for a new look, but right now it looks goofy as hell. I think you need to find something that compliments the tone of your mod better, cause aesthetically speaking, it's not at all pleasing on the eye.
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Re: (WIP) HL 2: Ravenholm WM

Postby Epifire on Sat Dec 08, 2012 2:09 am

I'm all up for suggestions. :-D
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Re: (WIP) HL 2: Ravenholm WM

Postby ErikKiller on Sat Dec 08, 2012 1:50 pm

You do not have to reinvent the wheel - the HUD is only for assistance, it does not have to be a part of the story, you can just use the normal HL2 one and nobody will be bothered by it. Also, what's with the task thing? It feels like the player is being railroaded from point A to B, the magic of HL games has always been that little adventure, trying to figure things out instead of dumbly following orders.
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Re: (WIP) HL 2: Ravenholm WM

Postby fishshapedfish on Sat Dec 08, 2012 3:32 pm

The actual map is kind of free-roam so you can just wander around mauling zombies if you like, but you have to complete (some, but not all) tasks given to you by the rebels to progress further in the story. The list is there to point you in the right direction and so you don't forget what you were told to do. :)
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Re: (WIP) HL 2: Ravenholm WM

Postby Epifire on Sat Dec 08, 2012 4:57 pm

ErikKiller wrote:You do not have to reinvent the wheel - the HUD is only for assistance, it does not have to be a part of the story, you can just use the normal HL2 one and nobody will be bothered by it. Also, what's with the task thing? It feels like the player is being railroaded from point A to B, the magic of HL games has always been that little adventure, trying to figure things out instead of dumbly following orders.


I see your point, and the point of that map is just to show the features. The Hud Goals will be optional (being keybound) so that people will never, ever have to look at if if they do not want to. To many times have I seen in mods where people do not know where in the world they are supposed to go. HL2 by default is pretty linear and that did not require this, but our ideas are generally gonna toss a lot in there. Don't forget that compass we want to make too, cause then in worst case scenario you can see what you have to do and where to go to accomplish it.

Again though they will all be optional, you will never be forced to use them.
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Re: (WIP) HL 2: Ravenholm WM

Postby Smurftyours on Sat Dec 08, 2012 6:59 pm

Epifire wrote:Too many times have I seen in mods where people do not know where in the world they are supposed to go.

That is because of bad design.

If you properly use lighting a surroundings you can easily guide the player wherever you want him to go. Also I think the idea of having such a menu would ruin any sense of immersion. Last time I checked a stranded survivor doesn't have a checklist telling him where to go and what to do to escape.
jangalomph wrote:Wise words from a wise man. ^
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Re: (WIP) HL 2: Ravenholm WM

Postby Epifire on Sat Dec 08, 2012 9:20 pm

Alright let me put it this way. We give a briefing from the said, "rebel commander" of your last stand little hold up base. Now he gives you a compass (for general direction) and ideas about where stuff is that may still be intact for holding out long enough to make a push out of Ravenholm period. The Goals just tell you whats going on more, less or things to look out for. I think you all are getting the impression that it all is going to look like the little test run mission in the video, but it's not. That video just shows how and that it does work, but it is by no means how we intend on using. It will more less act as a active notes panel you can open, that says, "You did this" or "You may want to look into this".

Most people will likely note even want to use it, but it is there for those who want it.
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