Yeah, something like that. Too bad the H1-style bullet counter takes up so much space.
(should have flipped the weapon/ammo halves so that the count's closer to center-screen tbh)
Printable View
Yeah, something like that. Too bad the H1-style bullet counter takes up so much space.
(should have flipped the weapon/ammo halves so that the count's closer to center-screen tbh)
You guys can stop with new concepts for the Left and right sides, we have specific reasons for the layout for those.
When has a Halo game ever had the weapon hud elements on the left side :raise: (besides dual/w)?
It did in halo 1 man:
http://1.bp.blogspot.com/-iIKVEF73v7..._002-large.jpg
There's a couple of reasons, many that hold over from what we did with the previous HUD.
1. Easy ability to modify out weapons ammo counts and add new weapons. With bars it takes seconds to do in the HUD tags, rather than having to do everything in PS and get the alphas working right. There's over 25 weapons that are player wieldable, and with support weapons this number can easily grow.
2. Future support for dual wielding, either in H1 or H2 if it ever comes to it.
3. Same assets can be used for vehicle passengers and weapons (we did this in SPV2)
4. There are things that may be added into OS that will allow us to do some new things with weapons tags, a HUD thats easy to edit makes it easy to experiment with this and quickly and easily explore how to integrate our HUD assets into it.
Also update
Angled.
Sorry to bitch and I know you said changes are final, but it still feels intrusive. I think the health/shields should be scaled down some and moved up a bit (yeah I know positions are a tagging thing).