dimethylhydra

! ! ▜▓▙▚g ▓irl! ▛▓▞ s !

actually 4 girllikes running under windows 2000 simultaneously (please forgive our lag!), we work on stuff sometimes :3

we're trans!and we're nonbinary!?and we're also greysexual!

howdy!!
our discord!
dimethylhydra (formerly #7153)
website league!
pleasetf.me/dimehydra

LowPolyRobot
@LowPolyRobot

More games need to render the game in a smaller area and just use the excess area for UI elements. Why the fuck are all UI minimalistic bring back all encompassing UI elements.....


LowPolyRobot
@LowPolyRobot

The reason it kind of gets to me too is when you consider how bloated a lot of average AAA game UI can be? It's simultaneously minimalist in overall design sensibility, but when active, the hud covers a large area anyway!

At that point in a weird way I feel like more static UI elements would be preferable. Maybe this is just me being an oldhead, idk. But honestly I'd rather have a static UI conveying to me all the information than an overall large area being taken up by fading in and out text and numbers and compasses and whatnot. Maybe that's less 'immersive' but I don't really feel immersion in that way anyway, so uh! Who knows.


LowPolyRobot
@LowPolyRobot

Me being the weeb I am I do tend towards thinking about it in PC-98 titles more than anything else but honestly it seemed like it was at least done in a fair few western dungeon crawlers and whatnot too. Wizardry 8 up there is from 2001!


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in reply to @LowPolyRobot's post:

me and my wife have ideas about using fold out screens in one of our games to give the vibe that ur looking at a monitor in the mech/vehicle cockpit with a camera feed on the outside :3 ive thought about them being upgrade-able/stat affected parts too, so eg. a different screen might give u night vision, but more blur when the nightvision is off and more shake when hit by guns

in reply to @LowPolyRobot's post: