Hi!
What happened in this thread inspired me somehow to this idea:
Let's make a set of icons that will give players instantly some information about all (friendly) players around them.
Icons should be acting similiarly to existing teammate marker, but for teammates those could be set to be visible through walls (but that's not so important - it's a separate issue).
Those icons could give you information such as:
** I see that vertical bars (one red and one green) on black backgroud would easily tell everyone player's health/armor status.
Those are just options, server and client should be able to disable those (but servers should support it by default) to cut down bandwidth usage.
I think those icons could be arranged in a line above player's head:
As some icons can't exist along with others, making several "slots" would be a neat way to keep it clean and readable. [those] indicate that a slot is always present, <those> that it is visible depending on player's state:
*Ops... dead people shoudn't have markers above their head And if the game type is TDM, this slot is of corse with no use and should disapear.
In DM only [scoretab index], <rage number(kills in a row)>, <camper> and <killed you last time> should be visible. Those are team-unreleated.
[friend/foe] slot might be omitted if [health/armor] and [a/d/r/fc] are only visible for teammates.
Now the minimum icons would be 4, maximum: 10 (but only If a player has three powerups at the same moment which is unlikely.
I think that by default servers should support sending theese information to clients only about their teammates
I think that in HUD menu there should be a panel to control this client-side. Enable or disable specific icons/slots, set the visibility through walls. Maybe even set time resolution for updating those to limit network traffic.
I think this could greatly improve teamplay.
Here are some basic designs I've made for those icons:
dafff.png (Size: 71.95 KB / Downloads: 181)
In game they'd be much smaller. Like this maybe:
dafff2.png (Size: 6.86 KB / Downloads: 179)
Or even like that:
dafff3.png (Size: 2.63 KB / Downloads: 178)
Still easy to read? I hope so.
If this idea is about to be implemented, I'am ready to make all icons needed. However, some of those - like [health/armor] or [scoretab index] - would also need coding.
What do you think, mr. Community?
EDIT:
If someone could give me the Xonotic's Phoenix in SVG (I belive it was made with Inkscape), the I could include it into some icons (like place it on the flag for egz.)
What happened in this thread inspired me somehow to this idea:
Let's make a set of icons that will give players instantly some information about all (friendly) players around them.
Icons should be acting similiarly to existing teammate marker, but for teammates those could be set to be visible through walls (but that's not so important - it's a separate issue).
Those icons could give you information such as:
- friend or foe (replacemnet for current teammate marker)
- he is on rage (something we miss form Quake 3)
- he killed you last time (take revenge!)
- he is a camper (maybe this one shoudn't exist)
- he has some powerups (strength'n'speed'n'shield*)
- he has a flag (that would replace the current flag carrier marker)
- he is attacking/defending/roaming (read more here)
- his health and armor level (numbers or bars inside the icons**)
- his index in the scoretab (1 means that he rules the match) - this could be presended also with color instead as I wrote here
** I see that vertical bars (one red and one green) on black backgroud would easily tell everyone player's health/armor status.
Those are just options, server and client should be able to disable those (but servers should support it by default) to cut down bandwidth usage.
I think those icons could be arranged in a line above player's head:
Code:
[X][Y][Z][Ż]
As some icons can't exist along with others, making several "slots" would be a neat way to keep it clean and readable. [those] indicate that a slot is always present, <those> that it is visible depending on player's state:
Code:
[friend/foe]
[health/armor]
[scoretab index]
[attacking/defending/roaming/flag carrier/dead*]
<rage number (kills in row)>
<strength>
<speed>
<shield>
<camper>
<killed you last time (take revenge!)>
*Ops... dead people shoudn't have markers above their head And if the game type is TDM, this slot is of corse with no use and should disapear.
In DM only [scoretab index], <rage number(kills in a row)>, <camper> and <killed you last time> should be visible. Those are team-unreleated.
[friend/foe] slot might be omitted if [health/armor] and [a/d/r/fc] are only visible for teammates.
Now the minimum icons would be 4, maximum: 10 (but only If a player has three powerups at the same moment which is unlikely.
I think that by default servers should support sending theese information to clients only about their teammates
I think that in HUD menu there should be a panel to control this client-side. Enable or disable specific icons/slots, set the visibility through walls. Maybe even set time resolution for updating those to limit network traffic.
I think this could greatly improve teamplay.
Here are some basic designs I've made for those icons:
dafff.png (Size: 71.95 KB / Downloads: 181)
In game they'd be much smaller. Like this maybe:
dafff2.png (Size: 6.86 KB / Downloads: 179)
Or even like that:
dafff3.png (Size: 2.63 KB / Downloads: 178)
Still easy to read? I hope so.
If this idea is about to be implemented, I'am ready to make all icons needed. However, some of those - like [health/armor] or [scoretab index] - would also need coding.
What do you think, mr. Community?
EDIT:
If someone could give me the Xonotic's Phoenix in SVG (I belive it was made with Inkscape), the I could include it into some icons (like place it on the flag for egz.)
I'm making Liblast - a FOSS online FPS game made with Godot 4 and a 100% open-source toolchain