Even when you’re wearing rags and are starving.
Brink's GUI aka a missed opportunity...
Doom 3’s in-world guis didn’t have nearly as much user-readable information on it as our radial menus. The PDA did, but that was a user initiated fullscreen gui.
Yeah the amount of info to be displayed is definitely a big consideration. But if I recall correctly, Doom3 had information counters that seemed to occupy nearly the entire screen estate; surely the same amount of space is enough?
And as for the PDAs, Doom3 had the device display zooming in until it seamlessly becomes a fullscreen interactive UI. Perhaps you could have the same effect for the terminals in Brink, which right now just seem to serve as this fancy-looking checkpoint that grants players the ability to trigger an overlay HUD/UI. The terminals might as well be a simple holographic beam for players to stand inside at this point…heh. That brings me to yet another suggestion: make the radial menus appear like its a hologram being projected out of a device on the player’s arm? But that would make it similar to another popular first person shooter…heh oh well
Dead Space-ish GUI’s would be nice.
Very sleek and made sure immersion was never broken.
I’m fine with the radial menu though, in the case of GUI’s function > lewks.
DooM 3 actually had two or three information-heavy GUIs with a lot of active buttons, usually in security checkpoints, not to mention one with a crane and barrel minigame lol.
well yeah definitely, emphasis should be placed on functionality and ease-of-use…I’ve no problems with the radial menu itself, just wished it was presented in a seamless manner, especially given the engine that the game is being built on…that’s all =)
[QUOTE=YoungGuns;203109]
Would be interesting to hear what you guys at SD are thinking about GUIs on PC/consoles[/QUOTE]
To answer this, we’re basically designing a GUI and HUD that works well for both PC and console (since we only haf one GUI artist and coder, we can’t afford to design and implement twice
) As an example of this, the objective wheel, while it was implemented with the controller analog stick in mind, did get approved until it was also proven to work equally well for mouse&keyboard (which it does. In some ways, it’s actually better on PC)
But Brink is not going to be one of those games where, when you’re playing on PC, all the menus are very werid and non PC like…
Yes! It is an interesting juxtiposition! This is a hyper modern research island whose sole purpose is to drag the world into a 21st century utopia. If you’re going to scavange in the wreckage of a hightech lab/production facility, you’re bound to nab some pretty impressive stuff.
glad to hear this, menus without mouse support are really a shame, but they are already very common now.
Whatever GUI you might want to put in that game make sure it is semi-transparent or at least give the option for players to adjust the transparency of the HUD. I hate games that have white bold radars and stuff that look obsolete.
These are the things that screws up a plasma screen with image retention and cause further clouding in LCD screens so having an option to reduce the opacity of the HUD would save people a whole lot of trouble.
Plus I have already seen it in other games as well , like in Infamous for instance.
I wish for an option to have as little as possible HUD on my screen. 
The circlular GUI however, doesn’t bother me as much. It could certainly work well for us mouse+keyboard users. Provided the GUI programmer programs it quite ‘flexible’. (Mouse sensitivity, gesture recognition, etc…)
:stroggbanana:
The pause menu in Goldeneye coming from the watch worked pretty well, maybe something similar worn on the wrist could be used for certain things.
[QUOTE=Rahdo;203193]To answer this, we’re basically designing a GUI and HUD that works well for both PC and console (since we only haf one GUI artist and coder, we can’t afford to design and implement twice
) As an example of this, the objective wheel, while it was implemented with the controller analog stick in mind, did get approved until it was also proven to work equally well for mouse&keyboard (which it does. In some ways, it’s actually better on PC)
But Brink is not going to be one of those games where, when you’re playing on PC, all the menus are very werid and non PC like…[/QUOTE]
If its anything like crysis (yay compare games ftw!) with its suit radial it should work real nice 
quick flick here, quick flick there 
Tommorow i finally get to see these gameplay vids :'X
Well all of those videos weren’t running on a 480i television on a console though.
[QUOTE=Shiv;203881]If its anything like crysis (yay compare games ftw!) with its suit radial it should work real nice 
quick flick here, quick flick there 
Tommorow i finally get to see these gameplay vids :'X[/QUOTE]
Crysis just used a simple small sized radial menu for one thing. It still used a lot of buttons on the keyboard. So much so that it wouldn’t fit on a controller properly.