Brink Q&A


(brbrbr) #841

but can he make this colors fluctuating INGAME ?
depend status, for example[with additional scripting help, for example].
i guess, not.


(INF3RN0) #842

@ Team Differentiation Issue

I recall that quote about plans within plans somewhere. Makes me think that they might implement a very distinguishable feature for the player vs player portion online. Something like red/blue possibly, unless they do use arrows (in which case I support the color feature). The player models at close range are pretty distinguishable to me, but at a distance I can understand how it can be a problem. It does seem like there is going to be something to make the distinction clear though. Co-Op/Offline wouldn’t need it nearly as badly, since you might become accustom to the unique look of your teammates player models.


(MILFandCookies) #843

In comp I can see ‘forced team colors’ as an option. On pubs you could possibly have red arrows over the enemy, which werent that popular in ETQW. Or you could have friendly team indicators. That way people can still ‘appreciate’ the whole customization side of the game.

The other thing I noticed, and this could very well be because I just havent played the game… distinguishing classes of the enemy. Do players have to wait till the player performs a ‘medic type’ action to determine if they are a medic, or can they tell that just by looking at them? In the videos, the classes dont become apparent, until a specific action is performed.

And finally - being able to distinguish the two factions via sound, I think is pretty important…


(Reanimator) #844

There needs to be a red cross arm band, I would really like to have that as a customizable option :smiley:


(Nail) #845

red cross baseball hat for security, do-rag for resistance


(Rahdo) #846

enemy (red) and friendly (green)

We’re doing red/blue for HUD stuff, to avoid the common colour blind issues.

will the movement speed of the player models be the same in the pc and console versions of the game?

the basic speeds for the different body types are the same on console and PC, and we’re designing them (and the levels themselves) with both platforms in mind. the aiming parameters are of course radically different because of mouse v. analog stick.

In the videos, the classes dont become apparent, until a specific action is performed.

Yeah, at E3 time, we had very little working interface, and what we did have was hacked together by gameplay coders, since we had no GUI coder :slight_smile:

These days, we’re doing a fairly simple approach with iconic info floating over player’s heads:

teammates: player name, class icon, important info (if you’re a medic, you see how close your teammate is to death, if you’re a soldier, you see how low his ammo is, etc.). all of this in blue

enemy: class icon, “vague” life indicator (we don’t tell you exactly how many hitpoints they have, just a general idea of whether they’re “really tough” or “kind of wimpy”). all of this in red

you see friendly icon stuff at all times, sorting through the world, so you always know where your teammates are, no matter what. their iconic stuff is mostly transparent so it doesn’t block your view (i.e. it’s subtle, you only notice it if you’re looking for it), and when you actually point at someone in particular, it lights up brighter to be easier to read.

you see enemy icon stuff ONLY when you’re aiming directly at them and have unblocked line of sight to them, so there’s none of the ETQW “arrows that give away everyone’s position”. i.e. enemies have no icons over them when they’re on screen unless you get the crosshairs pretty much dead on them.

we’re also planning other stuff to help with team identification (backpacks and limiting colours customization by faction being ones that has been mentioned in the past, but there’s other things the character artists are experimenting with). but if all else fails, or the enemy is just really far away and its hard to make him out in all the excitement, you can rely on the icon stuff. and we’re designing it to be very minimal and unobtrusive (i.e. it only gives you the information when you “ask for it”)


(.Chris.) #847

You can opt to turn it all off if needs be?


(Rahdo) #848

my hope is to make the HUD as user configurable as we can. time is tight, and we’re still short on GUI coders :frowning: but that’s what I want to do. there’s always CVARS if nothing else… :slight_smile:


(Voxie) #849

Though this should go without saying, it would be great if we’re allowed to customize the UI without getting problems with consistency checks. Things like a slider for opacity, control over individual parts of the HUD, RBG colour selection and other advanced tweaking right out of the box would be awesome.

edit: ah, I see I got ninja’d. :slight_smile: Sounds good, Rahdo!


(.Chris.) #850

Seems you’re not having much luck finding them elusive GUI coders :frowning:

[sarcasm]Ask hannes, he loved doing the gui changes in wolfpro[/sarcasm]


(abnorm) #851

competitive gamers really hate the triangles on players heads,

especially when these glow through textures and reveal your position…

so only mark the own team and the problem is fixed.

thats really simple also for casual gamers: own team marked . opponent not marked

:armadillochase:


(INF3RN0) #852

[QUOTE=Rahdo;212717]
These days, we’re doing a fairly simple approach with iconic info floating over player’s heads:

we’re also planning other stuff to help with team identification (backpacks and limiting colours customization by faction being ones that has been mentioned in the past, but there’s other things the character artists are experimenting with). but if all else fails, or the enemy is just really far away and its hard to make him out in all the excitement, you can rely on the icon stuff. and we’re designing it to be very minimal and unobtrusive (i.e. it only gives you the information when you “ask for it”)[/QUOTE]

Just curious if you have already taken it into consideration, but I think it would be cool if the items of the specific class could be visible on their body in a way that further clarified their class. It might also be useful to have something like an arm band with a class symbol as well. I tend to always see the icon overhead, but I know some servers prefer to turn it off completely. Also I can assure you that in most of the remaining of servers, enemy icons will be off by default.


(INF3RN0) #853

[QUOTE=abnorm;212727]competitive gamers really hate the triangles on players heads,

especially when these glow through textures and reveal your position…

so only mark the own team and the problem is fixed.

thats really simple also for casual gamers: own team marked . opponent not marked

:armadillochase:[/QUOTE]

If they show up at all, I would prefer just the hp bar lighting up when you shoot them; maybe their class icon as well. But yea, I also feel that for any situation you should not be able to see enemy icons and hp bars constantly (Just have them appear as solid, but obstructed; except for on the minimap; after an operative completes an interrogation).


(AnthonyDa) #854

[quote=abnorm;212727]competitive gamers really hate the triangles on players heads,

especially when these glow through textures and reveal your position…

so only mark the own team and the problem is fixed.

thats really simple also for casual gamers: own team marked . opponent not marked

:armadillochase:[/quote]
This is false. Guess why ALL competition cfg are still showing red arrows above enemy head …


(abnorm) #855

go and ask the et guys on crossfire :wink:


(AnthonyDa) #856

lol ? You must be kidding me here …


(H0RSE) #857

I like the idea of distinguishing classes in a “subtle” way. If you make the classes too obvious to distinguish, then you’ll just have people yelling, “Go kill that Medic!” halfway across the battlefield. It’s a battle between two opposing factions. I wouldn’t expect the Medic to come out with a big red cross spray painted on his chest, with “Medic” written underneath it…


(dohfOs) #858

doubt it. most competitive players seem to want their game as clean and as little “noobfriendly” as possible. but then again. if the option is available in the game. obviously you’re gonna have it on or lose out on an advantage.

anyways. from what i’ve read brink won’t have any “red arrows above the enemies head”.


(dohfOs) #859

found the quote (the “A:” is Rahdo)…

Q: Don’t put red arrows above your opponents’ heads. And don’t you even dare to think of health bars!
A: Yeah, no red arrows. Myself, I am a fan of letting someone see how close to death the enemy is when you mouse over him, but that’s totally something that you can turn off when setting up hardcore matches.

:stroggbanana:


(AnthonyDa) #860

BRINK atm seems more noobfriendly than any previous SD game. (for example, you can’t trickplant on obj, integrated wallhack, less class to play, and so on).