Complex Doom Invasion mech HUD suggestion

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NoozeArts
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Complex Doom Invasion mech HUD suggestion

Post by NoozeArts »

After seeing the current mech gui used in CDoom Invasion so many times I've decided to take the liberty to do a redesign. I'm doing this for personal fun and experience. It's up to the wad devs if they want to use the finished asset.
Here's a rough sketch. Thoughts?

Image
Last edited by NoozeArts on Mon Aug 14, 2017 10:15 pm, edited 1 time in total.
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NoozeArts
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Re: Complex Doom Invasion mech GUI suggestion

Post by NoozeArts »

Painted some. Will add more details and eventually scale into final size for final processing.
Thoughts?

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Mikk-
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Re: Complex Doom Invasion mech GUI suggestion

Post by Mikk- »

I don't play CDoom Invasion but that looks excellent!
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wildweasel
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Re: Complex Doom Invasion mech GUI suggestion

Post by wildweasel »

I feel as if something this awesome deserves to be its own mod entirely.
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NoozeArts
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Re: Complex Doom Invasion mech GUI suggestion

Post by NoozeArts »

wildweasel wrote:I feel as if something this awesome deserves to be its own mod entirely.
The final product can still look terrible if not done right.
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Matt
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Re: Complex Doom Invasion mech GUI suggestion

Post by Matt »

IT RUNS DOOM

Seems a little bright for direct use, but that can easily be addressed when testing.

Might want to consider breaking this into pieces that can be fitted onto different size displays.

ZScript HUDs might be good for this sort of thing - you can have the different elements move or not move with the player arbitrarily without worrying about working with weapon bobbing.
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NoozeArts
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Re: Complex Doom Invasion mech GUI suggestion

Post by NoozeArts »

Getting close. Working on adding more details.

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NoozeArts
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Re: Complex Doom Invasion mech GUI suggestion

Post by NoozeArts »

Finished (hud alignment: x=59, y=42).

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