blackdog Posted August 8, 2023 Author Report Posted August 8, 2023 On 8/7/2023 at 11:33 AM, NikiOo said: Oops, I meant selection wheel, not color wheel . And no, I'm talking about the new buy menu. I'm making my own shooter game and, because I don't like clicking on buttons, I made a wheel interface (with sub-wheels) for the dev tools, and I think it's a pretty good replacement for menu bars and dropdown menus. In terms of the editor, I hope the new one has a better asset importing pipeline. Importing textures and models was such a chore in Hammer even with the community-made tools. That’s fantastic! So are you creating plugins for Unity/Unreal? I’m a UI designer, so I’m a bit biased in liking wheels as a gizmo. Objectively, wheels are the best type of menu in terms of limiting mouse movement and clicks. But apart from games we don’t really see them, and there are reasons for that. Personally I have given some thoughts and I can imagine a level/game editor using wheels and minimalistic UI. I would bind the wheel to TAB and be contextual to what is selected at that moment in time. That should work at least for the most common actions, then other stuff could still be docked away the traditional way. But ofc I haven’t tried to mock this up let alone implement it. I’d be very curious to see what you’re doing @NikiOo Quote
AlexM Posted August 17, 2023 Report Posted August 17, 2023 On 8/8/2023 at 2:28 PM, blackdog said: That’s fantastic! So are you creating plugins for Unity/Unreal? I’m a UI designer, so I’m a bit biased in liking wheels as a gizmo. Objectively, wheels are the best type of menu in terms of limiting mouse movement and clicks. But apart from games we don’t really see them, and there are reasons for that. Personally I have given some thoughts and I can imagine a level/game editor using wheels and minimalistic UI. I would bind the wheel to TAB and be contextual to what is selected at that moment in time. That should work at least for the most common actions, then other stuff could still be docked away the traditional way. But ofc I haven’t tried to mock this up let alone implement it. I’d be very curious to see what you’re doing @NikiOo I feel like I've seen that to some degree in some game. Fortnight maybe? Quote
Mitch Mitchell Posted September 24, 2023 Report Posted September 24, 2023 Dynamic environments would definitely be welcome. Trains, escalators, more doors and door types with different locking mechanisms, more vertical ascend and descend options (ladders/ropes), ropes with swings between buildings, window-washing platforms that can move, moving platforms - all with sound FX. Then, you got a whole bunch of options for levels and game types and level design. CS2 would become way more interesting if you are playing a level that is not a standard Middle-Eastern location, or, an industrial complex - because there are about a gazillion of those clover-leaf designs for diffuse maps and 5v5. Just my two cents. Quote
fewseb Posted September 27, 2023 Report Posted September 27, 2023 On 9/24/2023 at 10:10 AM, Mitch Mitchell said: Dynamic environments would definitely be welcome. Trains, escalators, more doors and door types with different locking mechanisms, more vertical ascend and descend options (ladders/ropes), ropes with swings between buildings, window-washing platforms that can move, moving platforms - all with sound FX. Then, you got a whole bunch of options for levels and game types and level design. CS2 would become way more interesting if you are playing a level that is not a standard Middle-Eastern location, or, an industrial complex - because there are about a gazillion of those clover-leaf designs for diffuse maps and 5v5. 2013 era post. Quote
Human Doctor Posted September 27, 2023 Report Posted September 27, 2023 I think the mapping community should sign an agreement to forbid the cloverleaf layout heuristic. So many lame maps that are all the same on a macro level. Quote
Mitch Mitchell Posted October 6, 2023 Report Posted October 6, 2023 On 9/27/2023 at 6:07 AM, fewseb said: 2013 era post. Just my two cents. Quote
dux Posted October 12, 2023 Report Posted October 12, 2023 Played it a bit, looks nice and reads well. But the sketchy netcode and recoil kinda ruined the fun for me. I'll come back to it when it's a bit more cooked. Quote
blackdog Posted November 1, 2023 Author Report Posted November 1, 2023 I played only 2-3 session as soon as was out. Mostly curious to see if my old laptop could run it… which does at low, but the upgrade is still very visible. It’s quite surprising to be honest, I wouldn’t want to play games at low details ever, but Source 2 has this weird effect that still looks pretty. On 8/17/2023 at 6:01 AM, AlexM said: I feel like I've seen that to some degree in some game. Fortnight maybe? I think I’ve seen it in the FC3 editor for Xbox360… but I was personally thinking about it way before that. never touched Fortnite Quote
AlexM Posted November 2, 2023 Report Posted November 2, 2023 I finally gave it a try as I'm on vacation. My wife said to me "wow that game looks sharp as hell!" I was playing it on a 9 year old 970gtx desktop. On the other hand I have a fancy LG C2/HDR and ps5. I guess the smaller screen made it pop more. Quote
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