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Zero Gear - an indie multiplayer kart racing game


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Posted

As we are starting to build pieces of the GUI for the much anticipated race mode for our game, I spent some time mocking up a general outline of what it might look like. What do you think? We will use this as a guide to build the real pieces. Click to see the bigger picture.

positionsml.jpg

also, check out these things - I want to buy one and make it into a Zero Gear-mobile sooo bad. http://www.lusseautoscooters.com/bcarpics.html

I will have to model one for the game at least!

*edit* I am still not sure about the look of the mini map, I think I am going to futz with it some more

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Posted

It seems much more familiar to have the map in the top right and the weapon icon in the lower right (fps games always have the ammo in the bottom of the screen and maps in the top part).

The buttons and icons fit the game tho ;)

Posted

I do agree with the minimap in the top right . . . but the items in kart games are always at the top of the screen . . . maybe I could try putting the item in the top left like in mario kart, and move the lap to either under it or in the lower right

Posted

Given the minimalistic art style, I don't think the "time" hud piece is very useful/helpful unless time is a critical component in the gameplay. Even if I don't really play kart games on a regular basis, I'd imagine a higher priority be placed on getting past other players than focusing on improving your "best lap time".

But that's just me :banjo:

Posted

These are random suggestions you may have already thought of, anyway here goes:

- rim lighting on the wheels makes karts seem gliding over the road (in this screenie at least), as was reported before.

- I don't know if this game will have multiple attacks stored behind the active one (or if we can even cycle through them to add some strategy too) but I don't see the current square shaped icon accommodating much of that. Perhaps a circular shape would work best in this case?

- While I like the colors used (both easily identifiable and pleasant to look at), there are currently some inconsistencies, and in terms of readability players may find it easier if the color of the go karts was reported on the minimap. Same thing for your current position, if say only one kart of the same color was allowed on the track at the same time.

- If you wanted to save space on the HUD, you could probably come up with a way to have lap and position in the same space. The leftover space could perhaps be used to list the current rankings in the race, and in the championship (again, the strategy element being that you can choose who to strike)

- Not sure whether having a milliseconds timer showing up all the time is preferable. May take up too much space VS what it brings to the actual race. I'm definitely in favor of having that show up once you cross the finish line (on each lap even) to show by what exact margin you beat your opponent.

Posted

yea, I was just looking at every other racing game out there and they all have time on there, even though I personally never look at it in a kart game. I guess so you can see how many seconds you beat someone else, although in a game with items I don't see how it is very accurate.

I will write myself a note to try taking the rimlighting off the wheels to compare, it is pretty easy to do.

Right now I don't think we are planning to be able to store multiple items, besides the regular way of deploying an item and then getting another one while the first one is deployed but not fired.

Are the color issues you are tlaking about limited to the minimap? It will be hard to tell what "color" a kart is due to the number of different colors on each kart. I think it is easiest at a glance to read if all the karts are one color, items look different from that, etc.

I am starting to agree about hiding the time or at least making it more minimal until you finish the race.

Posted

Regarding the colors, yes it's mainly about the minimap, though I would also suggest using some specific colors for both lap and position. Right now because the red is the same as the kart in the screen, you could confuse it with the position of the guy immediately in front of you, the number of hits you've had on it, or any other thing you can think of pertaining to the situation.

It's a double edged sword as far as I'm concerned. The colors in the hud should be within the palette of your game, and at the same time be distinct enough that you don't misinterpret them at a glance for something they're not.

Regarding the minimap, I'd just try and have each white dots the actual colors of the opponent. In a case where the guy is sneaking up behind you and you can't see him, that could tell you lots. And in a team based multiplayer game (may come in the future, wth not) you'd be able to tell friend from foe.

The colors in the minimap could be stronger too. That pale green is a bit too close to the white anyway, that again at a glance you may not realize your own position within a cluster of karts.

Posted

I made a quick mockup of what I think I'd do;

zero_gear_ui.gif

You should also consider coloring player text in the chat with their chosen color.. Use the customization as much as possible so that people feel that their customization are them ;)

Posted

I think the issues you have with the minimap will be sorted out as we implement it. We are considering taking a snapshot of the tops of each character to use on the minimap as well.

We are trying to put together the minimap in flash, usingHikari

If Using Hikari for all these gui elements ends up being viable, then we could also let people drag around each gui element and position it wherever they want, which would be pretty cool.

Skjalg - I really like the idea about being able to choose your chat color, There are a number of things throughout the game I think we could easily open up to customization and that is a perfect example.

*edit* also I can't see the image you posted

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