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Currently, it's not obvious at a glance when you're waiting for a respawn (compared to actual gameplay). This is especially noticeable if you're currently spectating a wounded player – the only difference being that you can't rotate the view with the mouse.
Many popular multiplayer games work around this issue by using special HUD layouts when spectating, or at least changing some elements when spectating.
I made a mockup of black bars that could be added as a background to the HUD when in spectator mode, or when dead and waiting for respawn. HUD elements would remain in front for readability. The mockup uses vertical gradients that take 20% of the screen height each, with 80% opacity at the darkest point. This could of course be adjusted, but it needs to remain visible while not being too obstructive.
Currently, it's not obvious at a glance when you're waiting for a respawn (compared to actual gameplay). This is especially noticeable if you're currently spectating a wounded player – the only difference being that you can't rotate the view with the mouse.
Many popular multiplayer games work around this issue by using special HUD layouts when spectating, or at least changing some elements when spectating.
I made a mockup of black bars that could be added as a background to the HUD when in spectator mode, or when dead and waiting for respawn. HUD elements would remain in front for readability. The mockup uses vertical gradients that take 20% of the screen height each, with 80% opacity at the darkest point. This could of course be adjusted, but it needs to remain visible while not being too obstructive.
Current
Mockup
GIMP source file: 2022-06-10-001043-pirates_spectator_mockup.zip
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