Pyrian on 12/4/2018 at 04:01
Not sure what I think of borrowing UI from SS2. On the one hand, it didn't pause the game, which was kind of rad and remains an extremely unusual choice. On the other hand, it was kind of obnoxious in its own right.
Shadowcat on 12/4/2018 at 12:31
Quote Posted by Pyrian
It only
really counts if Shadowcat decries you for it. ;)
That's right. You'll never make it to the big time until your game has earned a promotional quote from me saying "It's just not the same".
Clockface on 12/4/2018 at 15:24
Quote Posted by Shadowcat
...and my memory is rubbish.
How would you know? Maybe you've just forgotten that your memory is perfect :cheeky:
BTW, that fifty quid you owe me, you said you'd pay me back today.
Valet2 on 12/4/2018 at 21:13
I'm disappointed.
Last night the level designer streamed his production process on twitch. He was creating the very first location of the first level. Which is geometrically 100% similar to the original.
I'm highly disappointed. Oh, I already told that..
Starker on 13/4/2018 at 01:27
Bunch of stuff gathered from Discord discussions:
On body awareness:
Quote:
It's something that we've considered, but it's not a priority as it adds a lot of extra work and difficulty in more areas than you'd expect.
Having full body awareness that actually adds to the experience requires having no part of it distract you, which is very difficult.
We decided that it works best for the game to remove as many layers of separation between the player and the hacker as possible.
On the HUD:
Quote:
there will definitely be a good variety of hud customization. As for specific options, the only thing that is fully decided on is hud tint and transparency.
How the UI is being built:
Quote:
UMG* with some custom mesh widgets I've implemented that support some nifty procedural effects.
The EKG code that I wrote for Unity is coming back. I prefer writing code in C/C++, and as such the mesh widgets are written in C++. There are other things we are doing with the HUD that I'll leave as a surprise - especially since things might change.
* Unreal Motion Graphics UI Designer
icemann on 13/4/2018 at 11:42
If he'd stuck with Unity the UI would have been easy to imolement thanks to stuff like nGUI.
Starker on 13/4/2018 at 12:59
Are UIs difficult to implement with UMG?
Nameless Voice on 14/4/2018 at 01:31
No, they are not.
It's a visual editor that lets you lay out the different UI elements easily, and has handling for things like basic interaction and resolution-based scaling.
UIs were a bit harder to implement in the early days of UE4, before they added UMG.
IAmTheWalrus on 14/4/2018 at 02:06
Call me stupid but, which one is the UE4 screenshot? The top one?