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SUBSIM: The Web's #1 resource for all submarine & naval simulations since 1997 |
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Seasoned Skipper
![]() Join Date: Apr 2005
Posts: 665
Downloads: 79
Uploads: 1
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Looking at the periscope views in Silent Hunter 5 videos has gotten me down. The design philosophy that has started in Silent Hunter 3 (or before? I haven't played anything previous) has unfortunately fallen into a narrow-minded rut with regards to the periscope interface. Small tweaks and addons have grown from SH3 to SH4 to SH5 when what's really needed is a whole new breath of fresh air to the concept.
![]() If this doesn't strike you as wrong, I don't know what will. Too long the idea has been to bog down the player in a bevy of 2D GUI elements that really have no basis in reality. If real Kaluns and Captains of WWII managed to sail their vessels without the benefit of a 2D GUI, surely us video game players can manage keeping such effrontery to a low roar. The 3D submarine interior art is getting better all the time... why aren't we utilizing it properly?! I present to you a tasty glimpse of beautiful focus and simplicity. ![]() Ahh, isn't that better? But what about those functions that are stripped, won't they be missed? Here we take a case-by-case basis view of all the commands & displays on the original periscope interface and either move, hide, or delete them. ![]() The offenders that need to go aware (red) and the annoyances that don't need to be permanent (green).
If you think of the Captain giving orders to the crew, you think of a conversation. Do conversations happen in rusty, bolted on steel panels with dials? No. Do options for conversational topics hang in the air all the time waiting to be said? No. Conversations are initiated, constructed, executed, and then dismissed. Naturally SH5's orders should follow these guidelines. As captain I should be able to raise my voice out of notion, quickly get to the point, speak the command, and then let the conversation "close" back again to nothing so I can continue my tasks. From nothing... This means any interaction with the boat & crew other than real, physical touching of controls by the captain himself should be invisible and absent until such a time as that interaction is called for. Breaking the silence... When the captain speaks he commands. Holding down a large, friendly key such as space bar, a semi-transparent overlay pops up giving the captain power to construct a verbal command with the clarity and immediacy that mimics real vocalization. Making it happen...As the order interface is clicked on or the orders overlay is dismissed (by releasing the held space bar or by dismissing a toggled arrangement), the captain verbalizes his order and the chain of events that makes that happen begins. Often this means time will pass until the effect occurs. This is good as it makes the player feel that he is on a 2000 ton submarine with 60 men and not an iPhone app. Back to nothing... As the order is finished the captain returns to observing only the 3D world around him, making the player feel at one and "there" on the boat. ![]() A very rough design of what the orders overlay might look like |
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