I'm Surprised AAA Games Don't Do This

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  • Опубликовано: 12 сен 2024

Комментарии • 1,9 тыс.

  • @local.interloper
    @local.interloper 2 года назад +3647

    VALVe and TF2 HUD designers solved the widescreen issues a long time ago. Put all the relevant UI elements close to the cursor in a non intrusive way. HL2 uses 2 sides of the crosshair as sort of progress bars to display your health and ammo. TF2 HUDs usually bring health and ammo close to the crosshair. It might sound like it might clutter the viewport but it's often implemented very well so that the font itself also plays a role in not obscuring the viewport.

    • @daskampffredchen
      @daskampffredchen 2 года назад +314

      Some games also have great UI elements that are part of the object itself. Like an ammo count on the gun or maybe a health bar on the characters arm

    • @freevbucks8019
      @freevbucks8019 2 года назад +136

      fun fact: weapon icons in hl2, gmod, etc are actually fonts.

    • @daskampffredchen
      @daskampffredchen 2 года назад +55

      @Гиббон You could do something like a pistol for eaxample that has a slit on its side where you can see how many bullets are in it
      Or go full realism and add a function were your character has to eject and check the magazine

    • @garbaj
      @garbaj  2 года назад +371

      I never noticed that about hl2, that's pretty neat!

    • @yapflipthegrunt4687
      @yapflipthegrunt4687 2 года назад +8

      @@daskampffredchen MA5B assault rifle.

  • @Niconelli12
    @Niconelli12 2 года назад +790

    I always found it fascinating how some games integrate the hud into the gameplay itself, for example in Dead Space the life bar is a kind of tube (life support) on the character's back (third personal shooter), or in (some) Halo that the amount of ammunition is indicated on the weapon itself. If you have an idea to do something like that, that would be great!

    • @dani43321
      @dani43321 2 года назад +44

      Diegetic UI

    • @thunderbolt997
      @thunderbolt997 2 года назад +19

      The Food bar could be a less or more bulging stomach 😄

    • @alex.g7317
      @alex.g7317 2 года назад +2

      He’s done it now kinda

    • @_Ve_98
      @_Ve_98 2 года назад +14

      @@thunderbolt997 Bulging when you're fully fed, then it goes away until you get hungry and it starts to growl. The hungrier the stronger and more frequent the sounds.
      And dehydration could be dry coughing or breathing occasionally and when running, plus a dry throat when talking. Then blur and wobbling in the camera.

    • @KCJbomberFTW
      @KCJbomberFTW 2 года назад +6

      Deadspace had to spend additional months developing the no HUD system

  • @OrangeDied
    @OrangeDied 2 года назад +8513

    garbaj is one of the only gamedev youtubers that truly shows the amount of time to get to final product, and i love that about him.

    • @stare4539
      @stare4539 2 года назад +47

      fr

    • @FrotimanGd
      @FrotimanGd 2 года назад +22

      true

    • @garbaj
      @garbaj  2 года назад +616

      thanks! hopefully as I learn to work more efficiently I can get things done faster

    • @TekachiX
      @TekachiX 2 года назад +50

      @@garbaj Godot user = GigaChad

    • @thedrunkenrebel
      @thedrunkenrebel 2 года назад +49

      Then let me introduce you to yanderedev, who's been building the same game for like a decade now, still in alpha. He made hundreds of videos of updates, mechanics, story and intricacies, but in the end, guy was mental over his shitty coding exposed and someone else made his game idea into a better product much more quickly.

  • @CasualJPEG
    @CasualJPEG 2 года назад +230

    This feature exists in halo infinite and warzone, BUT it doesn't limit the HUD elements to an aspect ratio. Instead, you can resize the area to your preference - the only issue is that there's no live preview, so you have to fiddle with it a little to get it just right. I love this feature! I think the aspect locking is a good idea!

    • @dieSpinnt
      @dieSpinnt Год назад

      Ahm ... and the other thing ... Dragging items while displaying the ghosted icon. That is simply a feature of the engine and not something that Garbaj implemented. What kind of crook ist this guy? Is he trolling?

    • @CasualJPEG
      @CasualJPEG Год назад +8

      @@dieSpinnt what

  • @obieFM
    @obieFM 2 года назад +2389

    A suggestion I have for the drag & drop appearance in the inventory is to make the item in the original slot transparent and have the dragged item under the cursor opaque, rather than the other way around. I hardly even noticed the transparent item the first time I watched the video, plus I feel like transparency better communicates "this is where this item WAS".

    • @benamende5897
      @benamende5897 2 года назад +47

      This is slightly more complex, but would be a better solution.

    • @mmmmmmmmmmm10
      @mmmmmmmmmmm10 2 года назад +111

      @@benamende5897 no more complex

    • @_TheZipper_
      @_TheZipper_ 2 года назад +20

      I agree, I think that might be slightly more clear to the user. Even a touch more intuitiveness is good

    • @vibaj16
      @vibaj16 2 года назад +7

      @@mmmmmmmmmmm10 slightly more complex

    • @vibaj16
      @vibaj16 2 года назад +2

      or just remove the item in the original slot entirely

  • @hellmonja
    @hellmonja 2 года назад +63

    Regarding transferring items from slot to slot, I think it would be better if you switched the transparencies. The one being dragged should be the opaque one and the one still in the slot should be the semi-transparent one, thus also marking it as the one you're moving about...

    • @TYNEPUNK
      @TYNEPUNK Год назад +2

      why would you do that?

    • @haomakk
      @haomakk Год назад

      you're right

  • @conwarlock3537
    @conwarlock3537 2 года назад +1322

    I've never had an ultrawide screen, but that feature sounds incredibly useful. The only thing even better would be a customizable HUD where you can arrange the elements yourself

    • @garbaj
      @garbaj  2 года назад +225

      I'll try my best lol

    • @dzxtricks
      @dzxtricks 2 года назад +4

      Yeah idk why it mostly only in mobile games

    • @KalebSDay
      @KalebSDay 2 года назад +3

      @@garbaj Horizontal HUD slider would be enough honestly. The 16:9 center HUD option is almost as good though :)

    • @dan_loeb
      @dan_loeb 2 года назад +15

      i've seen some of the best huds in indie mobile games, where they let you just drag and drop hud elements using the touch screen, set opacity however you want, set colors however you want. it's a good way to handle accessibility concerns, but it's probably a nightmare to do if you're already moderately into development. hud is one of those things im suprised aaa devs don't enlist experienced web developers to help with, because the best websites already handle a lot of these issues properly. padding the sides on ultrawide, setting a minimum pixel density for readability on lower resolution displays, etc.

    • @yepee1
      @yepee1 2 года назад +3

      @@garbaj you can do it! A moveable base UI class that stores it's position on the canvas as a percentage of the total width/height. Then a 2D collider and click/drag handlers. Maybe a simple boolean to check if the player is in UI edit mode, and change disable the dragging when not in edit mode.

  • @DivisionOfTheLight
    @DivisionOfTheLight Год назад +21

    To answer the question:
    I play some FPS and TPS games. I like to have the HUD as maximum away of my field of view.
    I usually put them as far away in the corners as possible to maximise my center and side view.
    I shoot first and after the engagement I check for my health and apply buffs/health/soap if needed.
    Most games have other clues that indicate that damage has been taken:
    - Titanfall 2 has centered arrows to show you the direction from where you took damage from.
    - Warframe has the borders of the screen go red if you take health damage.
    - Destiny has an audible sound when your shield is depleted.
    Thanks for coming to my TED talk

  • @stormillion5002
    @stormillion5002 2 года назад +304

    Something I really enjoy in fps maps that i miss in valorant to an extent, is grid-independant structures, like diagonal or curved corridors or doors/windows that aren't facing directly towards the sightline/is grid aligned. I get that they are more time intensive to design, but they really elevate the gameplay

    • @ACE112ACE112
      @ACE112ACE112 2 года назад +22

      cs:go has less grid like structure.

    • @extremetie
      @extremetie 2 года назад +22

      yeah valorant maps really suck

    • @henryplumb5200
      @henryplumb5200 2 года назад +19

      I think it comes down to the design philosophy, grid independant is great for single player, or non-competitive multiplayer environments because it doesn't need to be balanced, the emphasis on the environment is prettiness and flow, while valorant, as a comp shooter, requires a more asymmetrically balanced design, a crate in a cool but weird position can give a rediculous amount of problems for balance, and thus, in the face of asymmetry, its easier to create balance within grids.
      This is by no means an excuse, as ACE said, CS:GO has a less grid-like structure for their maps, the difference is simply a matter of studio philosophy. Valve may feel more confident creating non-grid balance than Riot, but riot's history on making competitive experiences could feed into why they emphasise grid designs moreso.

    • @bannah6400
      @bannah6400 2 года назад

      Repent and follow Jesus my friend! Repenting doesn't mean confessing your sins to others, but to stop doing them altogether. Belief in Messiah alone is not enough to get you into heaven - Matthew 7:21-23, John 3:3, John 3:36 (ESV is the best translation for John 3:36). Contemplate how the Roman empire fulfilled the role of the beast from the sea in Revelation 13. Revelation 17 confirms that it is in fact Rome. From this we can conclude that A) Jesus is the Son of God and can predict the future or make it happen, B) The world leaders/nations/governments etc have been conspiring together for the last 3000+ years to accomplish the religion of the Israelites C) History as we know it is fake. You don't really need to speculate though because you can start a relationship with God and have proof. Call on the name of Jesus and pray for Him to intervene in your life. - Revelation 3:20
      Revelation 6 1st Seal: White horse = Roman Empire conquering nations under Trajan 98-117 AD & Gospel spreading rapidly. 2nd Seal: Red horse, bloody civil wars with 32 different Emperors, most killed by the sword. 185-284 AD 3rd Seal: Black horse, economic despair from high taxes to pay for wars, farmers stopped growing. 200-250 AD 4th Seal: Pale horse, 1/4th of Romans died from famine, pestilence; at one point 5,000 dying per day. 250-300 AD 5th Seal: Diocletian persecuted Smyrna church era saints for ten years, blood crying out for vengeance. 303-312 AD 6th Seal: Political upheaval in the declining Roman Empire while the leaders battled each other. 313-395 AD
      Revelation 7 Sealing of 144,000, the saints, before trumpet war judgments, which led to the fall of the Roman Empire.
      Revelation 8 1st Trumpet: Alaric and the Goths attacked from the north, the path of hail, and set it on fire. 400-410 AD 2nd Trumpet: Genseric and the Vandals attacked the seas and coastlands, the blood of sailors in water. 425-470 AD 3rd Trumpet: Attila and the Huns scourged the Danube, Rhine & Po rivers area, dead bodies made water bitter. 451 AD 4th Trumpet: Odoacer and the Heruli caused the last Western Emperor (sun), Senate (moon) to lose power. 476 AD With the Western Roman Emperor (restrainer of 2 Thes. 2) removed; the son of perdition Popes took power.
      Revelation 9 Two woe judgments against the central 1/3rd and eastern 1/3rd of the Roman Empire. 612-1453 AD 5th Trumpet: Locust & scorpions point to Arabia, the rise of the Muslim army. Islam hides Gospel from Arabs. 612-762 AD 6th Trumpet: Turks released to attack Constantinople with large cannons (fire, smoke, brimstone). 1062-1453 AD
      Revelation 10 The little book is the printed Bible, which was needed after the Dark Ages when Scriptures were banned by Popes.
      Revelation 11 7th Trumpet: Martin Luther measured Roman Church; found that it’s an apostate church, not part of true temple. The two witnesses are the Scriptures and saints who proclaim the pure Gospel and testify against the antichrist Popes. Papal Church pronounced Christendom dead in 1514 AD. Silence for 3.5 years. Then Luther posted his 95 Thesis, which sparked the Protestant Reformation and brought the witnesses back to life. Millions of Catholics were saved.
      Revelation 12 Satan used the Roman Empire to try to wipe out the early Church, Satan was cast down as the Empire collapsed.
      Revelation 13 The antichrist beast Popes reigned in power 1,260 years, 538-1798, is the little horn of Daniel 7, son of perdition. The false prophet Jesuit Superior General rose to power from land (earth) of Vatican and has created many deceptions.
      Revelation 14 Points to great harvest during the Protestant Reformation & wrath on Catholic countries who obey antichrist Pope.
      Revelation 15 Overcoming saints victorious over the beast. Prelude to 7 vials and judgment on those who support Papal Rome.
      Revelation 16 1st Vial: The foul sore of atheism was poured out on Catholic France, leaving them with no hope, led to revolution. 2nd Vial: The French Revolution started in 1793, killed 250,000, as France had obeyed the Pope and killed saints. 3rd Vial: The French Revolution spread to rural areas of France, where Protestants had been killed in river areas. 4th Vial: The bloody Napoleonic wars shed the blood of countries who had revered and obeyed the antichrist Pope. 5th Vial: Judgment on the seat of the beast. Papal States invaded in 1798, Pope imprisoned, removed from power. 6th Vial: The Turks vast domain dried up, they were only left with Turkey. They lost control of Palestine in 1917 AD, Israel became a nation again in 1948

    • @sirshrooma
      @sirshrooma 2 года назад +6

      @@henryplumb5200 I tend to view it as a negative because I think maps that adhere to the grid too much support a very boring style of gameplay, specifically for competitive games, because it requires a lot less intuition from player's to "optimize" their gameplay.
      For example, I'm personally alot less interested when the best play style becomes peaking corners on a simple grid. The main 'skillset' at that point is just reaction time alone, very little need for more advanced strategy (at least for most people).
      However I agree that it's just easier to create, balance, and update, than a less rigid setting.

  • @roarlisfang2860
    @roarlisfang2860 2 года назад +187

    It's a handy feature, Destiny 2 implemented it and you can restrict your HUD screen bound if you are using 21:9 for example (It's strange why just a few game do this tho)

    • @t3hpwninat0r
      @t3hpwninat0r 2 года назад +1

      3840x1600 38inch screen. its nice that i dont have to turn my head to see the radar 😅

    • @HEADSHOTPROLOL
      @HEADSHOTPROLOL 2 года назад

      I believe a lot of FPS games in particular actually does have this functionality (hell some even let you customize the HUD outright). Games like Halo, Battlefield, CoD, Borderlands, and as a non FPS example Marvel's Spiderman etc. all do this. Even really old titles that were made long before ultrawide ratios was a thing kind of has this feature, back then it was there to compensate for TV overscan but fills the same purpose really. So albeit I do agree that WAY more devs should do this, it's not as rare as he makes it sound.

  • @CMON75
    @CMON75 2 года назад +486

    A few reasons for lack of ultrawide is that many games had dev cycles longer than ultrawide has been popular (and I'd argue that ultrawide is still pretty niche, at least if steamstats is accurate) so when AAA locks in development terms like engine and third-party tools, those don't change for the length of the cycle which could be years. Furthermore, for most games the console/TV setup is still the primary target (as this is the biggest market, don't let stats that show the huge PC install base confuse you, most of those users don't game) and ultrawide on TV is even further niche than on PC 😎

    • @KalebSDay
      @KalebSDay 2 года назад +25

      Yet most console games in the last decade already have a HUD safezone feature....

    • @shanekhiu9884
      @shanekhiu9884 2 года назад +15

      Yeah unfortunately, Ultrawides are just objectively better from watching videos to movies, games etc. It is more immersive too when your screen more closely matches your natural peripheral vision.

    • @Kirito_2016
      @Kirito_2016 2 года назад +1

      Updates

    • @akStefan
      @akStefan 2 года назад +4

      I have an Ultra Wide Screen but I'm forced to play in lower resolutions because of exact this issue. The HUD is not in view and the fov is stretched.

    • @Anankin12
      @Anankin12 2 года назад +9

      @@shanekhiu9884 the problem is that the cheapest decent ultrawide is more expensive than my whole system

  • @Connorses
    @Connorses 2 года назад +169

    Unity's interface design is really easy to use and has handy features like "rect transforms" and anchor points. I think your feature is not in all games because their game engine wasn't designed with dynamic resolution in mind, so it's not just 3 lines of code.
    It might also be that they don't want to waste time on "edge cases" but it really depends on how each company handles these things.

    • @SirRebonack
      @SirRebonack 2 года назад +31

      That's Godot, not Unity. But the same is true for Godot and Unreal Engine. I think a big part of the problem is UI designers are too focused on the UI and not the UX part.

    • @pwnmeisterage
      @pwnmeisterage 2 года назад +7

      I found Unity to be very bloaty compared vs Unreal. And filled with frustratingly counterproductive DRM interferences. The two engines are roughly similar overall, though each can be tweaked for better performances or better qualities on certain different hardware platforms or OS environments.
      Haven't worked with Godot.

    • @ianlulu
      @ianlulu 2 года назад +1

      @@SirRebonack thanks. was looking for what engine hes using. another question tho is which is better to learn first?

    • @SirRebonack
      @SirRebonack 2 года назад +6

      @@ianlulu Godot and Unreal Engine any day over Unity. I started with Unity but found Unreal Engine much easier and a more enjoyable experience overall (You can get very far with just using Blueprints).

    • @ianlulu
      @ianlulu 2 года назад +2

      @@SirRebonack had to use unity for school. atleast i got to learn it a bit. definitely gonna check them out now though. appreciate the advice!

  • @xXrandomryzeXx
    @xXrandomryzeXx 2 года назад +892

    One thing I always ask myself, when such features are not included in a game is "How much money would the company make after including this feature?" And generally, this applies to most games.

    • @thedrunkenrebel
      @thedrunkenrebel 2 года назад +122

      The answer is most often a metric fuckton, but pales in comparison to the skyscraper of profit coming from making dlc and microtransactions instead

    • @anjunakrokus
      @anjunakrokus 2 года назад +86

      Let's also not forget that by solving these "issues" in a rapid fashion, the developers create an expectation that other problems will be fixed in a similar time frame.
      By taking a year before adding these 4 lines of code, they can also take 8 months before fixing gamebreaking bugs (Loba's bracelet from Apex for example). While obviously at the same time releasing microtransactions and DLC

    • @LedoCool1
      @LedoCool1 2 года назад

      It wouldn't take much to do it tho.

    • @kommandre
      @kommandre 2 года назад +44

      probably not a lot more, the proportion of population that uses ultrawide and also would refuse to buy a game if it didn't have this feature or would instantly buy it if it did is incredibly small.

    • @pyrodynamic4144
      @pyrodynamic4144 2 года назад +16

      If a company builds a reputation of not caring about quality of life or listening to their player base and generally come off as a money grabbing machine optimized to milk every last penny out of their players, they're eventually going to be losing a lot of sales. So if someone really does think this way and let it prevent them from pushing a fix that's literally 4 lines of code - they deserve whatever comes their way.

  • @spilledpizza
    @spilledpizza 2 года назад +49

    Here’s a quick idea because of how you’re designing the maps(probably not for release) - since each piece clicks into place, give the player the ability to make maps, i.e. forge world style. Would be a ton of extra work but would definitely give the game longevity, possibly could highlight community designs each week!

    • @husndymabjr6763
      @husndymabjr6763 Год назад +2

      make maps dont give game longevity. Far cry has make maps no one plays it.
      people paly a map in COD 100 time then they use to the map. then think they is good.
      when people makes custom map the player is confuse he is not use to the map. then he is not good at the game so he dont play the game.
      COD is dump people getting use to map then they think they is good. i am a devoloper no one likes the game until they gets use to the map. and if you change one thing they start bitching and wineing.

    • @Kooczsi
      @Kooczsi Год назад +12

      @@husndymabjr6763 r/ihadastroke

    • @Kooczsi
      @Kooczsi Год назад

      @@faithfullunaa ok.

    • @randomcatdude
      @randomcatdude Год назад +4

      @@husndymabjr6763 the entire classic doom community, alongside source engine modders and mappers, would beg to differ lmao

  • @MarkChong
    @MarkChong 2 года назад +636

    It's important to keep in mind that the organizational makeup of large AAA-companies is extremely opaque and that they are often staffed with contract workers. They may have hired a UI programmer just to provide them with a functional UI and then later dismissed them shortly after the game was launched. A programmer who is a contract worker must provide systems made to exacting specifications and going above and beyond that call is a liability. Modifications to that code have to go through a committee and usually all involved developers are under strict NDA not to talk about how these decisions are made.
    Since the decisions from up above usually don't come from people who actually play their own games, or even when their own hands are tied, it results in an overall lack of fine tuning where the programming of game mechanics are concerned. As a result, the AAA-game industry is heavily reliant upon its content generation pipeline for models, motion capture, voice acting because this is what people see on the screen and what shareholders see on the screen. The programming itself is invisible and can only be felt by the players themselves and is not easily understood by laypersons and upper management.

    • @lemagicalpotato8318
      @lemagicalpotato8318 2 года назад +9

      Wow, sounds like you have experience lol. Thanks for the info, I didn’t know any of this

    • @voodoodolll
      @voodoodolll 2 года назад +7

      This answer makes most of the other answers irrelevant

    • @falcongamer58
      @falcongamer58 2 года назад +14

      Bureaucracy

    • @MarkChong
      @MarkChong 2 года назад +22

      @@lemagicalpotato8318 I spent 5 years working in the CGVFX industry and we faced many similar agency issues (Gabe's term, not mine). I think that it's a problem faced by every publicly traded company in existence.

    • @MarkChong
      @MarkChong 2 года назад +21

      @@falcongamer58 The problem is both an issue of the societal structure within the organization (the bureaucracy) as well as a cultural issue, as our education systems do a poor to nonexistent job of training effective collaboration.
      Group projects are few and far between and team sports is a hard thing to pursue with the sheer amount of nonsensical homework the teachers blast out.

  • @alex0629
    @alex0629 2 года назад

    0:36 AMONG US HOUSE???????????????

  • @PrimeVirtualReality
    @PrimeVirtualReality 2 года назад +347

    i'd argue that depending on how they implemented the HUD and the engine, it could be way harder than "4 lines of code" maybe comparing it with the bare-minimum hud in your example isn't exactly the best comparison. But it should be possible none-the-less specially for AAA companies.

    • @murray821
      @murray821 2 года назад +7

      What about the hud not spreading further, it is a layover so why should it stretch at all.

    • @ahmetstuncer
      @ahmetstuncer 2 года назад +30

      @@murray821 because they are mostly hard to code and they can bring lots of bugs. there is so much stuff going behind those things and this simple HUD example and AAA or even indie game HUD examples are not comparable. but they need to implement better HUDs for sure. idk if engine lets u do that but u can find a workaround

    • @Spartan322
      @Spartan322 2 года назад +13

      To be fair, Godot has one of the best GUI toolkits not just of game engines, but even in regards to full GUI pipelines, so this very much could be difficult when compared to other game engines just because Godot does GUIs extremely well. But even that aside this behavior is usually not strictly that hard even if its harder then in Godot, its not unreasonable to expect other AAA studios to implement this just for the sake of better support for high end users, they already do it with a bunch of other gimmicky things that waste a lot of money and time, why they wouldn't do it for something this simple is beyond me.

    • @iller3
      @iller3 2 года назад +5

      in pre-built Libraries like Cogent-UI, yah that's probably the main issue because the Dev team just isn't familiar with the back end

    • @organicsatanic
      @organicsatanic 2 года назад +8

      was gonna say this. it's 4 lines of code *in his engine*. not all engines are made equal

  • @asahi7955
    @asahi7955 2 года назад +429

    They probably don’t add that feature of keeping the hud elements to a standard distance for 2 reasons
    1. It would look “awkward” on ultrawide because of the unused extra spaces on the side. Sure, it’s more functional but they probably don’t think that it looks as “good” as it were if the hud elements occupied those empty side spaces, simply because they weren’t designed to remain in the same aspect ratio
    2. Complacency, it’s been proven time and time again that triple A game companies don’t listen to their playerbase

    • @CathodeRayKobold
      @CathodeRayKobold 2 года назад +35

      I think it's more likely that so few people have triple monitors and ultrawide displays that there's not a noticeable amount of demand for such a niche feature.

    • @andrewperson4012
      @andrewperson4012 2 года назад +5

      I'd say it could also be because the hud elements are coded to work on the corners of the screen and would break if they were forced to not be, although that's highly unlikely, maybe another reason is that the source engine doesn't have that functionality, so the devs also didn't think of adding it

    • @Liteg0
      @Liteg0 2 года назад +5

      I don't think it would look awkward, maybe on a 21:9, but on anything higher, nah. On 48:9 (triple monitor setup) the HUD is basically unusable when it docks to the sides, I imagine the same thing is true for 32:9 monitors. However, simple solution to this, a checkbox in the options menu to force UI aspect ratio to 16:9. That way you have the choice, leave it off by default even, because everyone with a wide aspect ratio is used to fiddling with options and sometimes external programs to get the UI or FoV usable.

    • @_akimbo
      @_akimbo 2 года назад +11

      I have a 32:9 monitor and it doesn't look awkward at all. Everything outside of the standard 16:9 portion of the screen is in the player's peripheral vision, and it is significantly more awkward having to look far into the corner of the screen just to see your health.

    • @triadwarfare
      @triadwarfare 2 года назад

      With the amount of people "quiet quitting" on their jobs, nobody's gonna go far and beyond their job description.

  • @LuaWorks_Official
    @LuaWorks_Official 2 года назад +15

    Lol it would be sick if the heals were a can of beans

    • @raathe9608
      @raathe9608 2 года назад +1

      This mf eatin beans

    • @bannah6400
      @bannah6400 2 года назад

      Repent and follow Jesus my friend! Repenting doesn't mean confessing your sins to others, but to stop doing them altogether. Belief in Messiah alone is not enough to get you into heaven - Matthew 7:21-23, John 3:3, John 3:36 (ESV is the best translation for John 3:36). Contemplate how the Roman empire fulfilled the role of the beast from the sea in Revelation 13. Revelation 17 confirms that it is in fact Rome. From this we can conclude that A) Jesus is the Son of God and can predict the future or make it happen, B) The world leaders/nations/governments etc have been conspiring together for the last 3000+ years to accomplish the religion of the Israelites C) History as we know it is fake. You don't really need to speculate though because you can start a relationship with God and have proof. Call on the name of Jesus and pray for Him to intervene in your life. - Revelation 3:20
      Revelation 6 1st Seal: White horse = Roman Empire conquering nations under Trajan 98-117 AD & Gospel spreading rapidly. 2nd Seal: Red horse, bloody civil wars with 32 different Emperors, most killed by the sword. 185-284 AD 3rd Seal: Black horse, economic despair from high taxes to pay for wars, farmers stopped growing. 200-250 AD 4th Seal: Pale horse, 1/4th of Romans died from famine, pestilence; at one point 5,000 dying per day. 250-300 AD 5th Seal: Diocletian persecuted Smyrna church era saints for ten years, blood crying out for vengeance. 303-312 AD 6th Seal: Political upheaval in the declining Roman Empire while the leaders battled each other. 313-395 AD
      Revelation 7 Sealing of 144,000, the saints, before trumpet war judgments, which led to the fall of the Roman Empire.
      Revelation 8 1st Trumpet: Alaric and the Goths attacked from the north, the path of hail, and set it on fire. 400-410 AD 2nd Trumpet: Genseric and the Vandals attacked the seas and coastlands, the blood of sailors in water. 425-470 AD 3rd Trumpet: Attila and the Huns scourged the Danube, Rhine & Po rivers area, dead bodies made water bitter. 451 AD 4th Trumpet: Odoacer and the Heruli caused the last Western Emperor (sun), Senate (moon) to lose power. 476 AD With the Western Roman Emperor (restrainer of 2 Thes. 2) removed; the son of perdition Popes took power.
      Revelation 9 Two woe judgments against the central 1/3rd and eastern 1/3rd of the Roman Empire. 612-1453 AD 5th Trumpet: Locust & scorpions point to Arabia, the rise of the Muslim army. Islam hides Gospel from Arabs. 612-762 AD 6th Trumpet: Turks released to attack Constantinople with large cannons (fire, smoke, brimstone). 1062-1453 AD
      Revelation 10 The little book is the printed Bible, which was needed after the Dark Ages when Scriptures were banned by Popes.
      Revelation 11 7th Trumpet: Martin Luther measured Roman Church; found that it’s an apostate church, not part of true temple. The two witnesses are the Scriptures and saints who proclaim the pure Gospel and testify against the antichrist Popes. Papal Church pronounced Christendom dead in 1514 AD. Silence for 3.5 years. Then Luther posted his 95 Thesis, which sparked the Protestant Reformation and brought the witnesses back to life. Millions of Catholics were saved.
      Revelation 12 Satan used the Roman Empire to try to wipe out the early Church, Satan was cast down as the Empire collapsed.
      Revelation 13 The antichrist beast Popes reigned in power 1,260 years, 538-1798, is the little horn of Daniel 7, son of perdition. The false prophet Jesuit Superior General rose to power from land (earth) of Vatican and has created many deceptions.
      Revelation 14 Points to great harvest during the Protestant Reformation & wrath on Catholic countries who obey antichrist Pope.
      Revelation 15 Overcoming saints victorious over the beast. Prelude to 7 vials and judgment on those who support Papal Rome.
      Revelation 16 1st Vial: The foul sore of atheism was poured out on Catholic France, leaving them with no hope, led to revolution. 2nd Vial: The French Revolution started in 1793, killed 250,000, as France had obeyed the Pope and killed saints. 3rd Vial: The French Revolution spread to rural areas of France, where Protestants had been killed in river areas. 4th Vial: The bloody Napoleonic wars shed the blood of countries who had revered and obeyed the antichrist Pope. 5th Vial: Judgment on the seat of the beast. Papal States invaded in 1798, Pope imprisoned, removed from power. 6th Vial: The Turks vast domain dried up, they were only left with Turkey. They lost control of Palestine in 1917 AD, Israel became a nation again in 1948

  • @ShafterPlay
    @ShafterPlay 2 года назад +56

    As a frontend web developer I always find it so weird that most game devs don't really care about the responsiveness of their game's UI. It's really nice that you're sharing your solution with your viewers, this is really valuable :)

    • @Charmlie.R
      @Charmlie.R 2 года назад +1

      Thats kinda something i was thinking, scaling things intuitively like this just seems like what you would think to do when designing, like idk how you'd miss it haha.
      But coming from a perspective where I've done web dev, it makes sense its intuitive as responsive design has been massive for a while now. Not just monitors, but users resizing or snapping the browser too. And most importantly, mobile. Be it a laptop, windows tablet, android or apple tablet, a phone with a big screen, a phone with a small screen... You need to accommodate all of these things, and a one stop shop responsive design is the best way to do it. Imo i prefer having one site with intuitive and smart scaling, over having a separate 'mobile' webpage that makes some arbitrary decision of when to swap, and looks weird changing between sizes.
      Front end user interfaces are notoriously terrible haha, somehow people dont really bother making them good more often than I'd hope for. And im talking professional stuff here, like banking websites. Especially confirmation forms, how the hell do sooooo many miss the obvious bug of not being able to correct an email address or phone number?? Watch for it, type something out and try to navigate to the middle, as though you mistyped and noticed afterwards. A ton of interfaces just have your cursor instantly snap to the end and type there, regardless of where you just put the cursor. It's an artifact of the validation but man is it annoying. I notice because I'd catch it while QA testing, so none of my apps or apps I've tested for others keep stuff like this. Of course not every form will make this mistake, but small things go a long way. Another common ish one is emptying every box on the form if you mistype and fail a validation... Which is horrible.
      Idk, rant on front end design haha. I know its not always worth it, dumb little apps i whip up for myself i dont bother making super pretty, but anything user facing absolutely. Its more than just looking good, things not working intuitively will mess up less tech savvy folk and can turn them off to using electronic systems. Trying to set up an electronic banking account and mistyping a field, just to think you corrected it when it didn't, and you hit go and every field gets wiped and one turns red... It's frustrating.

    • @zat1245
      @zat1245 2 года назад +3

      That’s because there are bigger fish to worry about. Something as small as that isn’t worth the time.

    • @scottbass3
      @scottbass3 2 года назад +9

      Because developers knows on computer the vast majority of people will play game on a 16/9 aspect ratio on fullscreen. Ultrawide monitors represent only 1.4% of the market (source: steam survey)
      It's not comparable with a website where it's crucial to have good responsiveness because you can have almost any aspect ratio possible.
      And maybe because of laziness, you know it's a pain in the ass to do good responsiveness 😅

    • @mikewhy709
      @mikewhy709 2 года назад +2

      In addition to what @Valentin said, HUDs don't need need to be fully responsive: developers seem to be settling on letting you choose a separate (common) aspect ratio for the HUD.
      The implementation might be to bound the HUD to a box, and with that the path to "responsive" becomes more clear, as you should be able to resize that box and have the elements anchored. But then I still think the separate aspect ratios is a happy middle ground.

    • @smugtomato5972
      @smugtomato5972 2 года назад +1

      PC release tends to be an afterthought, consoles are locked to a 16:9 ratio so that's what is used, don't like it? too bad. If instead some time was spent BEFORE building an entire UI system that is hardcoded to only work well at 16:9 it would be trivial to implement by any developer, it's not rocket science.

  • @pugz3230
    @pugz3230 2 года назад +32

    Instead of transferring the item's stats between slots individually, it would probably be better to transfer an item ID between the slots and have the ID get the info from a library. This would help avoid desync issues.

    • @AlexFord-gp7by
      @AlexFord-gp7by 2 года назад +1

      So you have an array structure of items and each item have an id? And the inventory slots looks for an item that matches the ID and take the data from it. I think this would be slow performance wise since it have to search through all the items of the game inorder to find the one with the correct ID.

    • @natayaway
      @natayaway 2 года назад

      this wouldnt help if you have stacks of items, you need to pass a variable containing the quantity in a stack, and if you're doing that you might as well transfer all of stats.
      in the array structure is much easier to have a class that accepts array data that runs independently of the array data in the inventory, that always passes data to the next slot in the array.
      ideally the best option is a hybrid. item id for type of item, class and array set for passing off stack stats.

    • @slicepie410
      @slicepie410 2 года назад +3

      @@AlexFord-gp7by it depends on how you store it. Things like a Trie data structure or really just hashmaps would optimize this

    • @andrzejsugier
      @andrzejsugier 2 года назад +5

      Or, even simpler, keep all your items in a list and just rewrite the "slot number" data cell. It changes nothing about the item, it's just where the icons are displayed.

    • @ArchvileHunter
      @ArchvileHunter 2 года назад +6

      @@AlexFord-gp7by Instead of moving or changing a lot of data, it would be faster and simpler to change a reference to said data. So you put all your items in a (hidden) list, and the inventory screen has references pointing to indeces of that list. To organize the inventory you only have to move the pointers. So slot 1 is pointing to an item in the list at index 4, for example. If you then want to move that item to slot 2 in your inventory, you would set slot 2 to point to index 4, and slot 1 to -1 or something, to indicate that it's now empty.

  • @TopShinoA
    @TopShinoA 2 года назад +25

    I like to call this feature UI margins cuz idk whats it really called and its quite common on mobile probably because of varying screen sizes for mobile phone, theyre also adjustable which is very, nice mobile titles like Genshin Impact and Apex mobile to name a few theres quite a lot of mobile titles that has this feature now, I think that this feature isnt as common on PC because majority of the monitors used has a 16:9 aspect ratio and theres simply not enough players who use ultra wides for this feature to be you know added, i do personally want this feature on pc games because i like using unnecessarily low resolution like 1024 x X

  • @SioGG
    @SioGG 2 года назад +22

    What I absolutely love that Diabotical does is custom HUD, the player is able to move around and change every single HUD element on the screen and I REALLY wish AAA games did it as well

    • @SioxerNikita
      @SioxerNikita 2 года назад

      That is a bitch to make proper :9

    • @maxkore278
      @maxkore278 2 года назад +2

      yeah and it'd be nice if AAA could figure out how keybinds work

    • @HappyBeezerStudios
      @HappyBeezerStudios 2 года назад +1

      interestingly movable ui elements is something that MMOs solved ages ago.

    • @SioxerNikita
      @SioxerNikita 2 года назад

      @@HappyBeezerStudios Doesn't mean it isn't a bitch to make proper. Also many MMOs do not really have movable elements, some have.

  • @hellnawnaw
    @hellnawnaw 2 года назад +18

    Accessibility features always are considered a nice addon instead of a necessity. Maybe if there was some sort of unified testing criteria for accessibility features in games that game reviewers would adhere to this could be better?

  • @tcartist06
    @tcartist06 2 года назад +5

    This is what Safe Area Adjustment does in most games, albeit allowing for dynamic adjustment. It was originally intended to account for overscan on certain TV sets, but now is seen as a way to reposition HUD elements slightly.

  • @sketch-R
    @sketch-R 2 года назад +54

    I love watching stuff like this, I'm developing a game at the moment and I've done small stuff with small teams but I've always been on the side of art as I am a game artist by function and I tend to focus on the modular and how to make things look as 'good' as possible, the textures and the modelling the modular buildings so they don't clip or look weird but the Hud details and I'm sure many many other details would never be on my radar, it is just very interesting to me to see from designers, indie devs and programmers perspectives in game development

    • @SafeRemain
      @SafeRemain 2 года назад

      what game is it called

  • @LunarcomplexMain
    @LunarcomplexMain 2 года назад +18

    The way I've setup on screen elements in my projects has been to always let the player drag them around wherever they want. This might be a tad bit annoying for anyone using a controller but still possible. Something that I've always asked myself while programming nearly anything is why not just make this dynamic? I almost get lost in accounting for how many ways something can be designed and spend wayyy too much time on it, but after a while it's always nice to go back and see what cases I've covered when you change the screen size, zoom in and out, move things around, add extra elements, etc.

    • @saitougin7210
      @saitougin7210 2 года назад

      Yeah, I mean e.g. in Yu-Gi-Oh Omega you can drag almost every visual element almost everywhere. But this is not AAA, but extremely dedicated and passionate fans with a lot of time. So they made a game in which you can customize more than everything you expected. AAA studios don't have the time for that. I mean, we live in a world, where many video games are developed to 80 or 90% so that it is finished before Xmas. And then the rest is added later as free DLC. So yeah, this pretty much answers it. It is just considered unimportant polishing, so they simply don't do that, but already develope the next game! (Remember, everyone: AAA studios are not indi-developers with "infinite time", but have to churn out one game after another and want to make a lot of profit, so they have to be economic with their rescources.)

  • @phee3D
    @phee3D 2 года назад +6

    This is what i do when making websites as well, keep the width dynamic but with a max width set for things like the navigation bar

  • @Green0Photon
    @Green0Photon 2 года назад +7

    Brilliant way to solve the ultra wide HUD problem. As some people point out, you also need to design the HUD clear enough that the sides don't feel empty in spite of that, but that's far less of an issue, and boils down to designing a more minimalist HUD in the first place.

  • @Skamberin
    @Skamberin 2 года назад +23

    It's 4 lines of code in YOUR game engine. For YOUR game.
    It would be nice to have easily scaleable UI elements everywhere, but different studios have different production pipelines, different end user needs and different potential future complexities to take into account when making literally any system, and it all works up towards a hard deadline.
    Nice video though, keep em coming

  • @jakesilberstein9227
    @jakesilberstein9227 2 года назад +6

    If your using a specific set of walls, stairs, windows, etc. then it might be interesting to make the maps procedural, I feel like it fits the theme of changing your weapon based on the conditions of the match and if those conditions change constantly it might prevent it from becoming stale, and make the game more fun. Additionally you could make predefined buildings, or even props that always spawn within those buildings or something that Always spawns on a floor tile, or next to a wall to give that extra detail. As a game developer myself I know this would take a LOT of effort but it would be cool to see.

    • @mugnuz
      @mugnuz 2 года назад +2

      To have balanced procedual maps in a shooting game it takes even more work

  • @seraaron
    @seraaron 2 года назад +52

    I was an early adopter of widescreen monitors almost a decade ago, but since my most recent PC upgrade I decided to ditch the ultrawide and just go back to 16:9 because I got so frustrated with the lack of support. It felt like almost every game i played I had to install some kind of mod or hack to get things working, and even then sometimes the game just looked better in 16:9 with giant black pillars on each side because the UI wouldn't scale properly. I don't really miss it either, because even most films that I watched on it got pillboxed because the 21:9 aspect ratio was baked into the 16:9 movie file. It was just a giant headache honestly, and on average a worse experience than I've had since switching back to 16:9. So I think ultrawide support is still pretty niche and easy to overlook on the development side of things. But yeah, this would be an easy solution for most games.

    • @rtpHarry
      @rtpHarry 2 года назад

      I had three monitors about that time ago and the were always poorly supported during my time with them. It was annoying.

    • @Aladoran
      @Aladoran 2 года назад +3

      Really?
      I've had my 21:9 screen for about 3 years I think (maybe 4) and literally none of the games I've played have had an issue with scaling/looking weird etc.

    • @benamende5897
      @benamende5897 2 года назад +1

      If you have issues try Flawless Widescreen. It's a tool that aims to fix this kind of thing. I have never had problems that didn't take more than 5 minutes to fix myself... Never going back to 16:9.

    • @seedmole
      @seedmole 2 года назад +1

      Yeah, the only thing that really makes sense for widescreen is simracing, and even then you have other options like multi monitor or VR

    • @bannah6400
      @bannah6400 2 года назад

      Repent and follow Jesus my friend! Repenting doesn't mean confessing your sins to others, but to stop doing them altogether. Belief in Messiah alone is not enough to get you into heaven - Matthew 7:21-23, John 3:3, John 3:36 (ESV is the best translation for John 3:36). Contemplate how the Roman empire fulfilled the role of the beast from the sea in Revelation 13. Revelation 17 confirms that it is in fact Rome. From this we can conclude that A) Jesus is the Son of God and can predict the future or make it happen, B) The world leaders/nations/governments etc have been conspiring together for the last 3000+ years to accomplish the religion of the Israelites C) History as we know it is fake. You don't really need to speculate though because you can start a relationship with God and have proof. Call on the name of Jesus and pray for Him to intervene in your life. - Revelation 3:20
      Revelation 6 1st Seal: White horse = Roman Empire conquering nations under Trajan 98-117 AD & Gospel spreading rapidly. 2nd Seal: Red horse, bloody civil wars with 32 different Emperors, most killed by the sword. 185-284 AD 3rd Seal: Black horse, economic despair from high taxes to pay for wars, farmers stopped growing. 200-250 AD 4th Seal: Pale horse, 1/4th of Romans died from famine, pestilence; at one point 5,000 dying per day. 250-300 AD 5th Seal: Diocletian persecuted Smyrna church era saints for ten years, blood crying out for vengeance. 303-312 AD 6th Seal: Political upheaval in the declining Roman Empire while the leaders battled each other. 313-395 AD
      Revelation 7 Sealing of 144,000, the saints, before trumpet war judgments, which led to the fall of the Roman Empire.
      Revelation 8 1st Trumpet: Alaric and the Goths attacked from the north, the path of hail, and set it on fire. 400-410 AD 2nd Trumpet: Genseric and the Vandals attacked the seas and coastlands, the blood of sailors in water. 425-470 AD 3rd Trumpet: Attila and the Huns scourged the Danube, Rhine & Po rivers area, dead bodies made water bitter. 451 AD 4th Trumpet: Odoacer and the Heruli caused the last Western Emperor (sun), Senate (moon) to lose power. 476 AD With the Western Roman Emperor (restrainer of 2 Thes. 2) removed; the son of perdition Popes took power.
      Revelation 9 Two woe judgments against the central 1/3rd and eastern 1/3rd of the Roman Empire. 612-1453 AD 5th Trumpet: Locust & scorpions point to Arabia, the rise of the Muslim army. Islam hides Gospel from Arabs. 612-762 AD 6th Trumpet: Turks released to attack Constantinople with large cannons (fire, smoke, brimstone). 1062-1453 AD
      Revelation 10 The little book is the printed Bible, which was needed after the Dark Ages when Scriptures were banned by Popes.
      Revelation 11 7th Trumpet: Martin Luther measured Roman Church; found that it’s an apostate church, not part of true temple. The two witnesses are the Scriptures and saints who proclaim the pure Gospel and testify against the antichrist Popes. Papal Church pronounced Christendom dead in 1514 AD. Silence for 3.5 years. Then Luther posted his 95 Thesis, which sparked the Protestant Reformation and brought the witnesses back to life. Millions of Catholics were saved.
      Revelation 12 Satan used the Roman Empire to try to wipe out the early Church, Satan was cast down as the Empire collapsed.
      Revelation 13 The antichrist beast Popes reigned in power 1,260 years, 538-1798, is the little horn of Daniel 7, son of perdition. The false prophet Jesuit Superior General rose to power from land (earth) of Vatican and has created many deceptions.
      Revelation 14 Points to great harvest during the Protestant Reformation & wrath on Catholic countries who obey antichrist Pope.
      Revelation 15 Overcoming saints victorious over the beast. Prelude to 7 vials and judgment on those who support Papal Rome.
      Revelation 16 1st Vial: The foul sore of atheism was poured out on Catholic France, leaving them with no hope, led to revolution. 2nd Vial: The French Revolution started in 1793, killed 250,000, as France had obeyed the Pope and killed saints. 3rd Vial: The French Revolution spread to rural areas of France, where Protestants had been killed in river areas. 4th Vial: The bloody Napoleonic wars shed the blood of countries who had revered and obeyed the antichrist Pope. 5th Vial: Judgment on the seat of the beast. Papal States invaded in 1798, Pope imprisoned, removed from power. 6th Vial: The Turks vast domain dried up, they were only left with Turkey. They lost control of Palestine in 1917 AD, Israel became a nation again in 1948

  • @aqua-bery
    @aqua-bery 2 года назад +4

    The amogus building 😳

  • @Hawokki
    @Hawokki 2 года назад +19

    The reasons most likely include:
    - Most people don't need it.
    - It complicates some things, like making changes to HUD icons and sizes in the future?
    - It doesn't make money
    - Nobody in AAA studios have passion for anything they do
    - They just do their job and get paid

    • @a.b.c.d.e...
      @a.b.c.d.e... 2 года назад

      Customer satisfaction is directly tied to money tho, isn’t it?

    • @666Tomato666
      @666Tomato666 2 года назад +2

      @@a.b.c.d.e... sure, but then it impacts only PC players, not console players, and then only a small subset of PC players, in other words a fraction of a fraction of the market.
      Not something a markedroid cares about.

    • @HappyBeezerStudios
      @HappyBeezerStudios 2 года назад

      @@666Tomato666 even console players would benefit from scalable ui. I mean many console fps nowadays offer fov sliders to accommodate for different screen sizes and view distances.

  • @wolfwaffle10
    @wolfwaffle10 2 года назад +6

    Honestly really like the content, you don't oversell your self you're just a dude that is making his own game and learning from other to make your "perfect" game. But your also a marketing genius cause by the time you're game releases your gonna have alot of people who want to play it.

  • @nah2454
    @nah2454 2 года назад +31

    Here for this journey. Love every update you give us ❤️

  • @maxencedc
    @maxencedc 2 года назад +4

    As a 21:9 monitor user, I do prefer having my HUD on the edges of the screen… But that’s just my opinion. A togglable option the settings could be useful for switching between stretched HUD or not

  • @TericT
    @TericT 2 года назад +5

    I think it's because the devs want you to notice that the HUD is there as little as possible so they don't create features that would otherwise draw attention to it

    • @GabiN64
      @GabiN64 Год назад

      i like this one

  • @Nib_Nob-t7x
    @Nib_Nob-t7x 2 года назад +10

    I use 32:9 and I have a suggestion. Allow users to just place the ui wherever they want. Often times for 32:9 the corners are too far while if it’s locked to 16:9 it’s too close. I’d suggest at minimum to add a slider that takes the left and right parts of the ui and move them closer or further from center.

  • @stacksmasherninja7266
    @stacksmasherninja7266 2 года назад +5

    I think UI elements just hanging out in the middle, yet separated from one another can be quite odd and distracting. When they're centered together, my brain can just "zone out" of them and enjoy the scene that's going on. Same for when they're separated and hugging either of my monitor's sides. When they're in the middle as you've proposed though, I think it'll take some time for me to zone out effectively.
    Perhaps when you release your game, you can give this option along with everything center or at the edges, collect some data over which option users prefer and make a video on that ?
    Also, just how you have the option of 16:9 HUD ratio on 21:9 displays, maybe also add an option of 4:3 HUD option on 16:9 displays ?

    • @HappyBeezerStudios
      @HappyBeezerStudios 2 года назад

      which means HUD elements like in his example are perfect for competitive multiplayer, where knowing the values of many of these elements is important.

  • @t2force212
    @t2force212 2 года назад +19

    My guess is that it comes down to how the hud is implemented in the game. I imagine if you have a more dynamic hud this would be considerably harder to do.
    It's also possible alot of games don't allow it on purpose so as to avoid people doing things that break the hud or give a potentially unfair advantage over other players.

    • @KalebSDay
      @KalebSDay 2 года назад +1

      UW users are only at a disadvantage HUD wise when the elements are further from their peripherals without this center HUD fix garbaj suggested.
      You could argue that UW users can see more of the game world at one time, but that has nothing to do with being able to move the HUD towards the center.

  • @jandepaepe4262
    @jandepaepe4262 2 года назад +3

    a recommendation for your items: you could have cans like the ones you showed in the video, and use them as booster packs, like an adrenaline based energy drink that you have to shake, and then rip the lid off and slurp down to give you regeneration or increased fire rate, sharper senses or a damage reduction for a short while. You could even do something similar to apex legends' bloodhound ult where if you use a certain can that you picked up on the map, you can drink it to get vision that highlights enemies in a colour or gives you nightvision for a short while. All of these can be finished off with flashy cans and unique sport-drink-like brands for each unique upgrade.

    • @jandepaepe4262
      @jandepaepe4262 2 года назад

      @Abdul Diaz seems to me like that would break immersion completely. Don’t get me wrong, i think it would be a good idea in literally any other game genre, I’ve experimented with something similar in previous projects of mine, but I dont think it would mesh well with the scenario of a high-pace shooter if you need to suddenly concentrate on an entire minigame to get a simple powerup. When im in combat i want to just focus on aiming, shooting and not getting hit myself.

    • @evilduck5691
      @evilduck5691 2 года назад

      so... power-ups? I'd bet good money he's thought of that one

    • @jandepaepe4262
      @jandepaepe4262 2 года назад

      @@evilduck5691 well he says in the video he’s still figuring out what to do with it, and I’m simply outlining an inspirational hook i like. Wether or not he’s thought of it or not isn’t really valid here… so what’s your point?

  • @DLGNT
    @DLGNT 2 года назад +6

    In my opinion if you gain all the advantages of using an ultra wide screen, the minor drawback of having to look a few inches further to the side to see how much ammo you have is more than deserved

    • @DonDadda45
      @DonDadda45 2 года назад

      shit way to balance things

  • @olsirmonkey
    @olsirmonkey 2 года назад +4

    Personally, i feel like they may not decide to do this with their hud because it would look weird to have a rectangle of hud overlay, and then an extended rectangle of game visual, especially when the hud is designed specifically connected to the border of the display

    • @linhero797
      @linhero797 2 года назад

      Great example. The GZ Doom Engine when playing the Hexen and Geretic Games. The Hud has details that are tied to the Border of the screen but there is no way to extend the hud so these elements properly extend to the border of the screen and it's so annoying having a good 10% or so on both sides jist being empty space.

  • @thomascatt
    @thomascatt 2 года назад +4

    For the HUD elements in AAA games, I think the reason that the simple feature is unavailable is because most games have their HUD elements "facing" towards a certain direction according to their position on the screen. E.g. for Apex, the bottom right is slightly tilted to "face" the top left, the top right is facing bottom left, and so on. All these elements need to be in all four corners of the screen to accomplish this "rounded" kinda effect, so if the elements are pushed to the middle in ultra wide, it will damage this theme.
    And if we talk about pushing *all* the elements to the center to retain the effect, then the left and right sides of the screen will be just vacant spaces which will look awkward.

    • @philipegoulet448
      @philipegoulet448 2 года назад

      They don't look vacant and awkward, they are in your peripheral vision. Imagine having to move your eyes to the rightmost of your vision just to see your ammo count. The hud should stay exactly as it is on a 16:9 display, everything else is extra for peripheral vision and you leave it alone!

    • @bannah6400
      @bannah6400 2 года назад

      Repent and follow Jesus my friend! Repenting doesn't mean confessing your sins to others, but to stop doing them altogether. Belief in Messiah alone is not enough to get you into heaven - Matthew 7:21-23, John 3:3, John 3:36 (ESV is the best translation for John 3:36). Contemplate how the Roman empire fulfilled the role of the beast from the sea in Revelation 13. Revelation 17 confirms that it is in fact Rome. From this we can conclude that A) Jesus is the Son of God and can predict the future or make it happen, B) The world leaders/nations/governments etc have been conspiring together for the last 3000+ years to accomplish the religion of the Israelites C) History as we know it is fake. You don't really need to speculate though because you can start a relationship with God and have proof. Call on the name of Jesus and pray for Him to intervene in your life. - Revelation 3:20
      Revelation 6 1st Seal: White horse = Roman Empire conquering nations under Trajan 98-117 AD & Gospel spreading rapidly. 2nd Seal: Red horse, bloody civil wars with 32 different Emperors, most killed by the sword. 185-284 AD 3rd Seal: Black horse, economic despair from high taxes to pay for wars, farmers stopped growing. 200-250 AD 4th Seal: Pale horse, 1/4th of Romans died from famine, pestilence; at one point 5,000 dying per day. 250-300 AD 5th Seal: Diocletian persecuted Smyrna church era saints for ten years, blood crying out for vengeance. 303-312 AD 6th Seal: Political upheaval in the declining Roman Empire while the leaders battled each other. 313-395 AD
      Revelation 7 Sealing of 144,000, the saints, before trumpet war judgments, which led to the fall of the Roman Empire.
      Revelation 8 1st Trumpet: Alaric and the Goths attacked from the north, the path of hail, and set it on fire. 400-410 AD 2nd Trumpet: Genseric and the Vandals attacked the seas and coastlands, the blood of sailors in water. 425-470 AD 3rd Trumpet: Attila and the Huns scourged the Danube, Rhine & Po rivers area, dead bodies made water bitter. 451 AD 4th Trumpet: Odoacer and the Heruli caused the last Western Emperor (sun), Senate (moon) to lose power. 476 AD With the Western Roman Emperor (restrainer of 2 Thes. 2) removed; the son of perdition Popes took power.
      Revelation 9 Two woe judgments against the central 1/3rd and eastern 1/3rd of the Roman Empire. 612-1453 AD 5th Trumpet: Locust & scorpions point to Arabia, the rise of the Muslim army. Islam hides Gospel from Arabs. 612-762 AD 6th Trumpet: Turks released to attack Constantinople with large cannons (fire, smoke, brimstone). 1062-1453 AD
      Revelation 10 The little book is the printed Bible, which was needed after the Dark Ages when Scriptures were banned by Popes.
      Revelation 11 7th Trumpet: Martin Luther measured Roman Church; found that it’s an apostate church, not part of true temple. The two witnesses are the Scriptures and saints who proclaim the pure Gospel and testify against the antichrist Popes. Papal Church pronounced Christendom dead in 1514 AD. Silence for 3.5 years. Then Luther posted his 95 Thesis, which sparked the Protestant Reformation and brought the witnesses back to life. Millions of Catholics were saved.
      Revelation 12 Satan used the Roman Empire to try to wipe out the early Church, Satan was cast down as the Empire collapsed.
      Revelation 13 The antichrist beast Popes reigned in power 1,260 years, 538-1798, is the little horn of Daniel 7, son of perdition. The false prophet Jesuit Superior General rose to power from land (earth) of Vatican and has created many deceptions.
      Revelation 14 Points to great harvest during the Protestant Reformation & wrath on Catholic countries who obey antichrist Pope.
      Revelation 15 Overcoming saints victorious over the beast. Prelude to 7 vials and judgment on those who support Papal Rome.
      Revelation 16 1st Vial: The foul sore of atheism was poured out on Catholic France, leaving them with no hope, led to revolution. 2nd Vial: The French Revolution started in 1793, killed 250,000, as France had obeyed the Pope and killed saints. 3rd Vial: The French Revolution spread to rural areas of France, where Protestants had been killed in river areas. 4th Vial: The bloody Napoleonic wars shed the blood of countries who had revered and obeyed the antichrist Pope. 5th Vial: Judgment on the seat of the beast. Papal States invaded in 1798, Pope imprisoned, removed from power. 6th Vial: The Turks vast domain dried up, they were only left with Turkey. They lost control of Palestine in 1917 AD, Israel became a nation again in 1948

  • @conykevin
    @conykevin 2 года назад +6

    I always thought of HUD elements going to the edge of the screen on an ultrawide as more of a balancing thing personally, the upside for you having a wider than average display is that you'll be able to see more of your surroundings, but the downside is that you'll have to look further to see your health, ammo or whatever else may be in the corners of the screen

    • @alveolilac
      @alveolilac 2 года назад

      I agree, since an ultrawide screen is an objective advantage in some competitive games it makes sense to have aspects that make the playing field more even. i do think it should be implemented for singleplayer and casual multiplayer games, but maybe fixing the hud and blurring the sides of the screen past 16:9 in competitive would make more sense

    • @Visstnok
      @Visstnok 2 года назад +4

      I'm all for competitive integrity in games, but this mindset is the wrong way to go about it.

  • @ThiagoVieira91
    @ThiagoVieira91 2 года назад +6

    Finished Doom 2016 last night on my 34" 21:9 QHD monitor and remembered your last video about this. Doom applies this same strategy, using a mix of "aspect-ratio" and "max-width" (speaking in web CSS properties).
    Sounds like your game is on a good path!
    e: typos

    • @crackingcoin3317
      @crackingcoin3317 2 года назад

      I've seen Doom Eternal have the same type of thing

    • @ThiagoVieira91
      @ThiagoVieira91 2 года назад

      @@crackingcoin3317 Dang really? My neck will be sore after my next gaming binge. Hope I can find a mode to adjust the HUD.

    • @bannah6400
      @bannah6400 2 года назад

      Repent and follow Jesus my friend! Repenting doesn't mean confessing your sins to others, but to stop doing them altogether. Belief in Messiah alone is not enough to get you into heaven - Matthew 7:21-23, John 3:3, John 3:36 (ESV is the best translation for John 3:36). Contemplate how the Roman empire fulfilled the role of the beast from the sea in Revelation 13. Revelation 17 confirms that it is in fact Rome. From this we can conclude that A) Jesus is the Son of God and can predict the future or make it happen, B) The world leaders/nations/governments etc have been conspiring together for the last 3000+ years to accomplish the religion of the Israelites C) History as we know it is fake. You don't really need to speculate though because you can start a relationship with God and have proof. Call on the name of Jesus and pray for Him to intervene in your life. - Revelation 3:20
      Revelation 6 1st Seal: White horse = Roman Empire conquering nations under Trajan 98-117 AD & Gospel spreading rapidly. 2nd Seal: Red horse, bloody civil wars with 32 different Emperors, most killed by the sword. 185-284 AD 3rd Seal: Black horse, economic despair from high taxes to pay for wars, farmers stopped growing. 200-250 AD 4th Seal: Pale horse, 1/4th of Romans died from famine, pestilence; at one point 5,000 dying per day. 250-300 AD 5th Seal: Diocletian persecuted Smyrna church era saints for ten years, blood crying out for vengeance. 303-312 AD 6th Seal: Political upheaval in the declining Roman Empire while the leaders battled each other. 313-395 AD
      Revelation 7 Sealing of 144,000, the saints, before trumpet war judgments, which led to the fall of the Roman Empire.
      Revelation 8 1st Trumpet: Alaric and the Goths attacked from the north, the path of hail, and set it on fire. 400-410 AD 2nd Trumpet: Genseric and the Vandals attacked the seas and coastlands, the blood of sailors in water. 425-470 AD 3rd Trumpet: Attila and the Huns scourged the Danube, Rhine & Po rivers area, dead bodies made water bitter. 451 AD 4th Trumpet: Odoacer and the Heruli caused the last Western Emperor (sun), Senate (moon) to lose power. 476 AD With the Western Roman Emperor (restrainer of 2 Thes. 2) removed; the son of perdition Popes took power.
      Revelation 9 Two woe judgments against the central 1/3rd and eastern 1/3rd of the Roman Empire. 612-1453 AD 5th Trumpet: Locust & scorpions point to Arabia, the rise of the Muslim army. Islam hides Gospel from Arabs. 612-762 AD 6th Trumpet: Turks released to attack Constantinople with large cannons (fire, smoke, brimstone). 1062-1453 AD
      Revelation 10 The little book is the printed Bible, which was needed after the Dark Ages when Scriptures were banned by Popes.
      Revelation 11 7th Trumpet: Martin Luther measured Roman Church; found that it’s an apostate church, not part of true temple. The two witnesses are the Scriptures and saints who proclaim the pure Gospel and testify against the antichrist Popes. Papal Church pronounced Christendom dead in 1514 AD. Silence for 3.5 years. Then Luther posted his 95 Thesis, which sparked the Protestant Reformation and brought the witnesses back to life. Millions of Catholics were saved.
      Revelation 12 Satan used the Roman Empire to try to wipe out the early Church, Satan was cast down as the Empire collapsed.
      Revelation 13 The antichrist beast Popes reigned in power 1,260 years, 538-1798, is the little horn of Daniel 7, son of perdition. The false prophet Jesuit Superior General rose to power from land (earth) of Vatican and has created many deceptions.
      Revelation 14 Points to great harvest during the Protestant Reformation & wrath on Catholic countries who obey antichrist Pope.
      Revelation 15 Overcoming saints victorious over the beast. Prelude to 7 vials and judgment on those who support Papal Rome.
      Revelation 16 1st Vial: The foul sore of atheism was poured out on Catholic France, leaving them with no hope, led to revolution. 2nd Vial: The French Revolution started in 1793, killed 250,000, as France had obeyed the Pope and killed saints. 3rd Vial: The French Revolution spread to rural areas of France, where Protestants had been killed in river areas. 4th Vial: The bloody Napoleonic wars shed the blood of countries who had revered and obeyed the antichrist Pope. 5th Vial: Judgment on the seat of the beast. Papal States invaded in 1798, Pope imprisoned, removed from power. 6th Vial: The Turks vast domain dried up, they were only left with Turkey. They lost control of Palestine in 1917 AD, Israel became a nation again in 1948

  • @AlienValkyrie
    @AlienValkyrie 2 года назад +6

    I found myself taken aback by the "four lines of code" thing; not by the fact that it's simple, but by the fact that one would explicitly write code for this, rather than defining it as part of the UI layout - I don't know if Godot has something like that (tho I would be very suprised if not), where you'd assign a (dynamically-calculated) maximum width to the widget containing the HUD elements, and then put that widget inside another widget that adds padding when necessary to center its content. Same result in effect, but declared statically rather than manually done in executable code.

    • @comradeklaymore
      @comradeklaymore 2 года назад +4

      I think he has an option to have it either on the edges or locked to 16:9, in which case the code would be changing the max width of the UI depending on whether the option was turned on or off.

  • @manatee5936
    @manatee5936 2 года назад +5

    Some thoughts on inventory, I've always found the "graph" system of managing inventory to be annoying, confusing and slow. In my opinion every item in your game should have a dedicated key binding, and there should be zero need to open an inventory to navigate your items. Unless of course your playing Minecraft. Doom 2016 and Eternal do this very well by having a dedicated slot for every weapon you pick up, and for different grenade types you have a dedicated key to swap between them, and another key to throw/use it. Once you have a graph it becomes a matter of "where the hell is everything" whereas the dedicated keys becomes muscle memory. Literally half of my time playing Minecraft is inventory control.

  • @luh034
    @luh034 2 года назад +6

    I think 1st off, big videogame companies have to tend to the masses. And adding something, that will only help a few people, may be a waste of time in the capitalist eyes of the AAA market. And 2ndly, Gogot is very very good for UI. This is pure speculation, but most engines have a harder to use UI system than godot. Which is still not a reason, not to include the feature, but may further prohibit the implementation of the feature. This is just speculation of course though.

    • @HappyBeezerStudios
      @HappyBeezerStudios 2 года назад

      The thing is EA/DICE had a functional solution to that more than a decade ago. there is no excuse for big studios not to have an option for it.

  • @TheGamingInkling
    @TheGamingInkling 2 года назад +2

    0:26 on the left
    📮get out of my head📮
    📮get out of my head📮
    📮get out of my head📮
    📮get out of my head📮
    📮get out of my head📮

  • @ZigzagEnd
    @ZigzagEnd 2 года назад +1

    I really like how The Division 2 allows you to place HUD elements wherever you want on the screen.

  • @real-s_hit
    @real-s_hit 2 года назад +2

    0:28 GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD GET OUT OF MY HEAD

    • @jonathanbarkins8480
      @jonathanbarkins8480 2 года назад

      I see you're a fellow victim burdened with the knowledge

  • @DanielIlha
    @DanielIlha 2 года назад +2

    In the studio I work the decision was deliberate, it would double the amount of ui validation work (artist time, QA) and at our scale it would not be worth it for the small user base. Even if it sounds like four lines of code. In our case we chose to always cap the horizontal ui size to 16x9 instead of allowing it to grow dynamically

  • @Etrius_Fysik
    @Etrius_Fysik 2 года назад +2

    What I think would be cool is if you could customize the position of HUD elements manually through a settings menu. Allow people to situate health bars, maps, ammo counts, etc into whatever position on the screen that best suits them.
    It's a feature I've been wanting from just about any game ever, for a very long time, and always wondered why nobody else talked about it.

  • @georgyushkevich8448
    @georgyushkevich8448 Год назад +1

    Some of a AAA games allow you to set the possition of the UI elements for the superwide screens, as I've heard.
    The reason why it can look as a bad idea is that competitive FPS games won't let you have too much FOV even on superwide screen, because it will give you an advantage. And if the FOV is pretty much the same while UI elements are closer to the center, the UI elements will cover some vital areas you actually would like to see. Ofc it is not a problem when you have only 2 text boxes, but when you have minimap, skills, teammates, etc - it will be a problem.
    But I guess the main reason - developers just don't give a shit about those superwide screens. Most games are desined primiry for the consoles, PC market is not that big. And, I guess, only a very small part of the PC gamers are using superwide screens. So it just doesn't worth caring.

  • @EAGLEBLACKInquisido
    @EAGLEBLACKInquisido 2 года назад +1

    As far as I know, Halo Infinite does have an option to "centralize" HUD elements for Ultra Wide monitors.

  • @pixelfrog8281
    @pixelfrog8281 2 года назад +1

    Many AAA studios probably don’t want you to use ultrawide monitors because they tend to give an unfair advantage

  • @TheYoshieMaster
    @TheYoshieMaster Год назад

    What you're talking about with HUDs is standard practice in the webdev world. Most modern websites are designed around a "content column". For small screen resolutions this fills the entire width, but for larger screen resolutions it's limited to a fixed width. On most websites (including RUclips) it is centred, but I've seen a few websites where it's left-aligned.
    Websites that don't implement this are tiring to read on WQHD/4K/ultrawide monitors.
    For visual reasons, some elements (often background images and colours) are "fullwidth" and will extend outside of the content column.

  • @mistaowickkuh6249
    @mistaowickkuh6249 2 года назад

    An even better option for hud elements would be to move them anywhere on the screen. Even a crude x-y coordinate entry option which becomes available if checked is great. Those who care about it will figure it out, those who don't will enjoy the game as if it isn't there. I surely would love to move each hud element in any game, without the need for external software of fiddling with files.

  • @mikayadeseron
    @mikayadeseron Год назад

    a big reason for this is because if you play on widescreen then its harder to quickly check your health/ammo while in a fight since they are further apart.

  • @1337GameDev
    @1337GameDev 2 года назад

    Hobby GameDev here -
    The likely reason is for a few things:
    1. Feature / task priority for minimum viable product
    2. The complexity of doing that with UI layers and preventing overlap
    3. The workflow of the UI team -- A lot of UIs for AAA still use FLASH as the underlaying tech to render and scale the UI so it can be imported later with minimal build artifact changes, and for handling multiple pipelines of multiple teams.
    4. The complexity of UI "zones" can make it hard to define a MAX and MIN area for them, and a max scale (if the UI is represented as rectangular regions in screen space). I encounter this with UE1 / 2, and I believe APEX uses UE4, which I believe has it's own non-flash UI system, but is hard to accommodate rending on the canvas without a UI manager for each zone. In my mods for UT99, I try to do this, and it's very tricky for individual scale limits, Canvas.CurX / Canvas.CurY calculations and handling resolution independence WHILE trying to also handle pixel density regarding asset quality.

  • @dracekidjr
    @dracekidjr 2 года назад

    I think the reason is screen business and line of sight. Right in front is where you are gonna be looking, and if you aren't getting increased fov with ultra wide, then you are basically putting a giant marker where you will always be trying to look.

  • @KitsumiTheFox
    @KitsumiTheFox 2 года назад +2

    On the topic of widescreen HUDs, I'm pretty sure CSGO might have an option similar to it. It's called "Triple-monitor mode" or something similar, and is (obviously) intended to be used when using 3 monitors. IIRC it just moves the HUD elements back to the center monitor, and forces the HUD to stay in 16:9 mode. It looks like yours might be more general purpose though, but I thought it was a neat example of a AAA game catering to different aspect ratios.

  • @xScopeLess
    @xScopeLess 2 года назад +1

    Lowkey the best advertisement for this game, if companies did this and got the community more involved with the early to late stages of the development process people would care more about it’s release.

  • @andrzejsugier
    @andrzejsugier 2 года назад

    Because it's usually not just 3 lines of code. UI elements are usually anchored to the sides and corners of the specific "canvas layer" that stretches out to fill the whole screen width. If you limited that canvas layer to only stretch so far, it would affect all UI elements - minimap, objective lists etc etc.
    Or, if you added a separate canvas layer JUST for specific UI elements, it would change the UI elements hierarchy, and break a bunch of animations that would need to be tweaked to work correctly.
    So it's doable, but requires quite a lot of work. It's quick and easy for you, because you're so early in a project. And I guarantee that it will cause a fair share of headaches later on.

  • @david-patton
    @david-patton Год назад

    What's the 4 lines of code and where do you put it? I'm messing with UE. I use an ultrawide curved monitor.

  • @WeirdInfoTV
    @WeirdInfoTV 2 года назад

    The big game companies that develop AAA titles usually have a big chain of command. Ideas get lost or mistranslated in such a network. Each new chain added increases the risk of such mistakes happening. In addition, there could be tons of missed little details that the next person in the chain might not know about. It's like a big game of telephone.

  • @SamiCoopers
    @SamiCoopers 2 года назад

    You should investigate "responsive web design" to develop your dynamic UI scaling further. As a web designer, I will deploy various UI methods, spanning several resolutions; a full nav bar in desktop... a slide-in menu on mobile. I will provide different sized hit targets for mouse and finger. I will deploy different sized assets depending on device. I will scale on orientation/screen size. Etc.

  • @ranger_1472
    @ranger_1472 2 года назад +2

    Whenever you get around to working on the hud, make it fully customizeable. Games like reflex or diabotical have fully customizeable huds and honestly it's amazing. Diabotical goes a step forward though because you have the option to put a different, crazy crosshair for each weapon, and if I remember correctly different sensitivites for each weapon too.

    • @SioxerNikita
      @SioxerNikita 2 года назад

      The problem is that a crosshair can be part of game balancing, and so can visibility of HUD elements

    • @HappyBeezerStudios
      @HappyBeezerStudios 2 года назад

      star trek online also let's you completely customize where ui elements are.

  • @FrankBatistaElJibaro
    @FrankBatistaElJibaro Год назад +1

    @Garbaj I noticed you have a stairs that elevates players from one altitude to another. The rest of the map is flat. Are you able to create map props for future map designs that are hills. So basically a bell curve rotated about the z axis similar functionality of a stairs rotated about the z axis? Might be good in order to prevent hackers locking their aim level for headshots.

  • @jeffreygordon7194
    @jeffreygordon7194 2 года назад +1

    I think it's because they have scale/offset for the x and y in the engine. That's going to allow them to set the scale to 0 or 1 depending on whether they want it on the left or right. Then they can offset by half the gui element's width to place it at the edge. This sort of system works great, as long as you don't need to limit the overall width of the elements, as you describe. In short, the engine doesn't want you to do it.

  • @Chuntise
    @Chuntise 2 года назад

    The closer the center of the screen, the more chance for blocking important things with your HUD. An even more elegant solution is putting that information into the game world and removing parts of the UI. Things like ammo numbers directly on the gun or a character appearance change indicating a cooldown is ready. Your eyes are already looking there most of the time. Honestly the problem for me with massive screens is tiny fonts. If they’re made bigger, that eliminates the need for moving to the center. But who knows? Not every game has important stuff near the edges and that could be the perfect solution.

  • @daniellostlund
    @daniellostlund 2 года назад +1

    I like watching your game dev videos a lot because your game resembles a game that we all want but no one yet has built, which is the basic fps game. Every fps game out there tries to do more than it needs to because no one has mastered the fundementals yet. I came around on the widescreen btw, now I understand that a good fps game should be able to use any screen size they want (without stretching the pixels).

  • @galmannmedbart
    @galmannmedbart 2 года назад +2

    Honestly, a fully customizable in-game UI would not be very hard to make either.
    The option to enter some UI adjustment mode in-game where you can drag and drop UI elements as you please, maybe with a screen scale aware snap-grid.
    Just like the inventory system you showed in the start. :)

  • @DigitalHawk96
    @DigitalHawk96 2 года назад

    Having a lot of info compressed and certain things bigger has always been a point of good usability
    Back when I was playing SMITE being able to move where the minimap was and how big it was certainly made it all the easier to glance at for information.

  • @Zuriki09
    @Zuriki09 2 года назад

    A common solution to this problem is "safe-zone", a dumb implementation is safe-zone is a % of the screen size, but the smart implementation is that safe-zone is split into x and y. This works better than locking aspect ratio because it accounts for overscan too.

  • @bluedrake1218
    @bluedrake1218 2 года назад

    the reason that most competitive games don't work like this is because it can provide an unfair advantage to some users, as you stretch the screen wider the fov of the player increases beyond the normal amount, meaning those with a very large screen could get a very large fov allowing them to see more and have less blind spots. this is why most games now adays that are competitive have locked aspect ratios, this makes it so that all the same camera sizes are available to everyone, and the window is able to scale while keeping the ratio. in this way the fov in not increased as a screen is resized, so games will usually have huds like that rescale in proportion to the screen, so if you make the screen twice as large then the icons double in length and width effectively staying the same size in relation to everything else making sure that there is no competitive advantage once again.

  • @QuixkRedsk8
    @QuixkRedsk8 Год назад +1

    bro is under rated for the work he does and i love that he shows step through step what he is doing for his game.

  • @Paradox-es3bl
    @Paradox-es3bl 2 года назад

    A better idea than simply locking the HUD aspect ratio, imo, is having custom HUD locations. Let us just grab each piece of HUD and move it to where we want. Obviously slightly harder on console (an extra step or two, on the user’s end) but still worth having as an option, imo. Just really fits in with that suite of accessibility options that a few more games started having recently. Such as Spider-Man’s “skip puzzles” and many games having “hold to complete QTEs” or whatever, like in Spider-Man I could hold Square to catch a car instead of mashing it. I turned that on partway through because it was easy enough to pass as is, and it lets my button have a longer lifespan lol. (I’ve noticed it in several games but Spidey is the only one I specifically remember off the top of my head)

  • @majm4606
    @majm4606 2 года назад

    The lack of support is a consequence of lack of users.
    Ultra widescreen resolutions do seem to be growing slowly in popularity; five years ago someone reported two widescreen resolutions making up 0.81% of all users and today those add up to 2.35% (google Steam Hardware Survey, click primary monitor resolution).
    Note that the lack of users includes devs too, so in addition to the business case being weaker, the chance of devs being aware of rare configs like this is lower in the first place (even though devs tend to be power users, so probably have a higher percentage than 2.35% running UHD). Our project manager did call out the reverse scenario sometimes (advocating we support configs which were reasonably common but that the devs didn't support because they weren't personally familiar with it).
    Despite all that, I do think it's reasonable to expect it nowadays. Especially with engines like Unity providing built-in support for it. I mean do keep in mind that this is a decision that applies to nearly every UI screen in the game, so it does add a bit of test work (depending on which elements scale and which don't since that will sometimes vary and sometimes not). UI's pretty complicated and I count myself fortunate that the majority of companies I've worked at the last decade had _really_ dedicated UI/UX people who cared about this stuff a lot. It really showed in our final products.

  • @beanwithbacon
    @beanwithbacon 2 года назад

    Quake 3 Arena had the ability to do this, it allowed you to COMPLETELY customize your HUD including the position of every HUD element via a config file.

  • @Handepsilon
    @Handepsilon Год назад

    I'm involved in this little indie game (Renegade X), and I actually tried to tackle this very issue with the HUD and screen resizing. My issue earlier on was that the HUD that was made in the game before I got in was too small due to it adjusting to my screen, and so I tried to retain the size and positioning according to aspect ratio and screen size, although then one of our leads complained about the widescreen being practically unusable due to the very issue you mentioned.
    Dunno why any AAA game would not tackle this if they haven't already. My only hope was that they weren't using the now-outdated Scaleform (which, due to my project being in the old UDK, I used) because that thing was a nightmare to work with due to all the extra nuances that needed to be involved

  • @xweert711
    @xweert711 2 года назад

    I'm gonna be honest, I worked on a number of games which have released on Steam and that limited aspect ratio thing hasn't come up once. It wasn't out of malice or anything, it's just that none of us use ultra-wide displays and we never get requests for changes from ultra-wide players to implement it, so I guess it just slips our minds due to not being too relevant for us. Now that I know about this though, that's a very clever and lovely way to accommodate those users.

  • @natayaway
    @natayaway 2 года назад

    huds often were authored by different middleware dedicated software like scaleform than using the engine's hud elements.
    the middleware is essential for things like fisheye wrapping text so that it matches a helmet visor curvature, and often uses viewport warp transform functions which are resolution locked or else they absolute screw up intended positions of hud elements.
    this is also one reason why huds often look blurry up/downscaled, it's using the middleware's scaling functions often without nearest neighbor resampling, instead of different sets of graphics at different resolutions.

  • @iamsatanjr
    @iamsatanjr 2 года назад

    The answer is simple - money and priorities.
    Sure, including a feature like this with a simple UI takes a few lines of code, but as UI gets more and more complex, both in terms of visuals and functionality, - it takes more "lines of code," thus taking more time to implement and test. And considering that modern games are very complex, if you implement every little feature that sounds neat, you will end up piling up hundreds and hundreds of small tasks like that on top of the necessary development time. Which translates into more and more paid hours for developers. And while on the surface an extra month or two worth of salary for a few programmers doesn't sound like a lot, this logic can be applied to literally any aspect of development. Given more time, there's always more assets that artists can create, more fetures that programmers can write, more animation variety for animators to create, more general polishing and more testing that can be done. With this approach, you end up with a money/time black hole and no end product in sight, ever. As they say, "perfect is the enemy of good."
    That translates well into the second point: in order to not get that time/money black hole and actually deliver the product within reasonable timeframe, AAA games often have a strict and tight development schedule that relies on prioritizing things clearly, with less important or less significant stuff being done at later stages of development, and cut out if necessary. That could include some additional game mechanics that are not necessary for core gameplay, or a pile of low priority assets that the art team really wants to add into the game (which they always do, me included). Or, in this case, a niche UI scaling feature that would be kinda nice to have for a super-minority within the core audience, while the rest of the playerbase wouldn't realise the feature even exists.

  • @trazyntheinfinite9895
    @trazyntheinfinite9895 2 года назад

    For reference: go into a Building and look at stairs again.
    You are building ramps. It looks silly. It also takes away the fun of a stairwell shootout.
    This is a free tip.

  • @FadingSwordsman
    @FadingSwordsman 2 года назад

    Re: ultrawides, it's probably because they don't provide the testers with ultrawides to test on. When I used to test commercial software, the main driver for bugs getting fixed wasn't how much the customers complained about the bug, but how much the testers kept on complaining about specific bugs or enhancements to get the developers to fix them.

  • @sinni800
    @sinni800 2 года назад +1

    A problem is also that AAA games often don't render their gui in-game at all. For a while it was often flash and nowadays we sometimes see stuff like html.
    Which might make it even easier (just limit the canvas to render the GUI to an aspect ratio) or harder when some of the screen effects (damage numbers) are also rendered in whatever they use for the GUI.

    • @TYNEPUNK
      @TYNEPUNK Год назад

      I think AAAs render in game using normal code not html.

  • @Cobra-yo7fx
    @Cobra-yo7fx 2 года назад

    Nice video! This is the first time I’ve seen this video and this channel and it lived up to expectations! Again, nice video!

  • @Aztonio
    @Aztonio 2 года назад

    There is another thing that bother me even more with most games, even more in those when we really need the most perfect performances like FPS, it's also depending on the screen size, but differently, it's the pixel density.
    On many games, we can change the resolution of our games, generally when our computer is not powerful enough for its screen, and it's usually the most efficient way to improve performances on any games. However, the issue is that it often reduces user experience, but not just because the game becomes "ugly" ; it's the lack of adaptation from the game, in particular, the whole screen is often distorted with black stripes for nothing, instead of having the screen radio and pixel density separated.
    The other thing is the interface and menu, that is often also rendered the same way as all the 3D environnement, which makes it blurry, even though it's basically just text on a screen... Those issues are for sure more than 4 lines of code, but I find it weird that even big companies don't do much about that.
    And that goes with other optimization like assets weight, distance of render... There are old games with much more features than most recent, but that still works well, AND that can still look as decent ; like GTA V (thanks to PS3 release probably). Gameplay before all ; many would be happy to play with cubes and plain colors in order to just enjoy "next-gen" experience... well, it's the extreme case, but it's not that far from reality.
    If it's so difficult to make and render good graphics, why is it even more to have way simpler and more optimized options? Mostly for multiplayer games, that would bring a lot of players that just don't have the money to spend on gaming. Editors would for sure sell more copies... But maybe they're collaborating a bit too much with expensive material constructors, that do need to become vital for as much player as possible?
    Anyway, I personally don't care about anti-aliasing and all these research for perfection, when I and many other are still looking for at least functionnal games. Maybe if I had spend hundreds or thousands more bucks, I would be with those who complain about that sort of bonus "issue", but it wouldn't change the fact gaming access is still way too restricted nowadays.
    And that's also a reason of the kind of the expansion of mobile games, in a kind of wrong way, and why most accessible games nowadays are almost fake games, with no interesting graphics, but no gameplay either... With only few exceptions, that still are even more sensitive to that optimization part.
    Yes, I'm casualy mad.

  • @xlostlovex
    @xlostlovex 2 года назад

    Wide screen is to enjoy and seldom recognize as "gaming" monitor due to the specs so the ideal supporting widescreen will be for that enjoyment thus not placing anything in the middle of the screen where then gamer can enjoy the view without any hud.

  • @jasonfyk
    @jasonfyk Год назад

    the reason we don't do that is because the hud interferes with the players' field of vision, if we limit the aspect ratio of the hud there comes a point where the peripheral vision is no longer obstructed, the problem is that players with ultrawide screens can take advantage of this where they have the whole hud in the center with important information, and, an unobstructed view on the edges through the hud where most players will still be at this disadvantage, in short, you create an unbalanced game experience where players with more money end up having more advantage, this is a problem that affects first-person shooters but not other genres such as MMORPGs, so we have the option of playing in windowed mode without borders, so the player with an ultrawide screen is not at a disadvantage with a giant HUD(the reason for this is simply that an ultrawide screen needs the support of a good video card to work well with games becoming expensive and inaccessible for most players, resulting in different experiences for each one, in addition to limiting chances of scenario competitive being able to evolve within the game because your skill is not always what makes you win the match)

  • @Keatoil
    @Keatoil 2 года назад +1

    0:56 ah okay so you are moving it thanks for confirming what you said earlier

  • @H2HPhantom2991
    @H2HPhantom2991 2 года назад

    good stuff garbaj, maintaining HUD to 16:9 is an awesome feature and, as an UWM user I actually don't play games that don't have that feature in UW, I will switch to PBP or windowed mode and control to a 16:9 AR.

  • @therealdomingo
    @therealdomingo 2 года назад

    I agree. It is so frustrating when I'm looking at my HUD on some devices and I can't see those items. Well said.

  • @KingPopinLockin
    @KingPopinLockin 2 года назад

    The only reason AAA devs don't support ultrawide more like this is because there aren't enough people with an ultrawide monitor. They won't take the time to write 4 lines of code because they don't think it will benefit enough players to be worth spending that time on.
    I can understand in some games where the UI is stylized in such a way that you just need to see it out of the corner of your eye to get the info. Something like a chunky couple of icons that flash and turn blue when their associated ability is ready.
    But in most games you're only UI is maybe a health bar, possibly a resource like mana or maybe ammo with a counter for something like grenades. Games such as that should really have the option for players using ultrawide monitors.
    The best option, however, is to incorporate the UI into the environment. Remember Dead Space? No UI at all technically. Your health is represented by lights down Isaac's spine, the idea being workers would be able to know each other's condition by looking at them since they can't even see each other's faces. Same goes for O2, a hologram shows the people around you what you have. I'm sure Isaac probably has his own HUD that tells him all this info as well.
    You know how much ammo your weapon has by aiming it as it has a hologram showing the count. It's showing *Isaac* how much ammo *he* has and not directly telling the player they have X shots in the mag + X ammo in reserve.
    All that makes for a cleaner look and the UI itself is world building, at least in this example.

  • @grev.
    @grev. 2 года назад

    biggest reason why stuff like this doesn't necessarily get supported is the devs aren't running a "nonstandard" configuration and therefore never notice or think about it.

  • @mortalsno4086
    @mortalsno4086 2 года назад

    I'm glad Garbaj showed us how much horsepower your character will have in the finished game

  • @mushmello526
    @mushmello526 Год назад +1

    When there are many HUD Elements, Game Devs have to design them in a way that they are visible, but not distracting, especially in shooters. I don't think that this is in their bucket list of "Things we need to fix"