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HUD/Interface : TEP Specs
How the player sees the world of TEP is obviously of paramount importance in the enjoyment of the game. The watchword of the TEP HUD is customizable. Whilst this means that it will be possible to make the HUD pretty much how you wish the game will come with many preset configurations which can be used and altered the player wishes.
The HUD will be based on a set of elements. Each element can be a 3d display, HUD display (such as damage status, incoming communications) or even cockpit artwork. Each of these elements will be movable and, where appropriate, resizable. Some elements will be movable in flight whereas others will be static and only moved via a configuration utility.
A typical setup might have the front view occupying the whole screen. On top of this is a semi-transparent window showing the turret view. Also on top of the display are a variety of HUD displays - weapon status displays, damage displays, incoming communication displays.
Elements don't necessarily have to be completely static:
- Elements can be partially transparent or have fully transparent parts so what is behind them can be seen.
- Elements can have animations.
- Elements can appear when certain events happen, for example a damage display which only appears when your ship is damaged.
- Elements can resize when certain events happen, for example the damage display might display 80% hull when only your hull is damage but expand to a schematic display if systems are damaged.
- Elements can appear for a certain length of time then disappear
Following is a list and explanation of various elements:
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3d views
These will be in a window form so they can be resized or placed on top of each other. It would probably be sensible to have semi-transparent views if they were placed on top of each other. For example, a rear view window which doesn't obscure the front view below it but does show enemy ships if they come behind you.
- Front.
- Back.
- Sides.
- Turrets.
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Target schematics
This displays information about the current target.
- Ship Type.
- Allegiance.
- Shield strength.
- Hull strength.
- Distance.
- Relative speed.
- Weaponry.
- Cargo (as a separate window - not used in combat only when 'weighing up').
- Bounty.
- Missile lock status.
In order to get all this information it will be necessary to purchase equipment.
It will be possible to have more than one target locked. Please see combat for details.
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Shields/Damage
This will display in graphic form the state of your shields and hull. It will also extend to list damaged systems and projected repair times.
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Weaponry
This will display the equipped weaponry and the heat of lasers etc.
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Engineering
This shows fuel levels, hyperspacial countdowns, cabin temperature, speed.
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Communication
Used to send messages intraship (to crew) and intership. Will expand to display incoming communications. Can be used to display email.
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Spatial Map
A 3d map of the local area showing the relative positions of ships. Useful in large battles and similar in style to the map in TIE Fighter. See equipment for further details.
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Scanner
The traditional scanner ala Elite. See equipment for further details.
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Crosshair
Where the business end of your weapon is pointing (hopefully). I think we can join the current space game trend and add 'being attacked' lights at the top.
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Cockpit artwork
This can sit below HUD elements or be completely separate, as you wish.
Clearly, there are a lot of things which the player would like to know about but not when he's in the middle of combat, for example what cargo's he's carrying. Such information can take the form of elements, as above.
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Ship's Equipment
A roster of the equipment your ship is carrying with damage statuses etc. You can set the order of repairs here.
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Commander Profile
Information such as allegiance, criminal record, medals, permits, elite status, bounty on your head (!), estimated reputation.
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Crew Roster
Showing crew skills and allowing deployment.
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Cargo Screen
Showing cargo in your hold, allowing jettisoning.
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Mission/Passenger Screen
Shows destinations, dates, time remaining, allows you to set ship destination by clicking on the required system for the mission. See missions.
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Mining Register
A list of your current mines. See mining.
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Email Store
Allows you to read/store and destroy email you have received. You never know who's watching! See communications.
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Journels
Allows you to read the galaxy's journals, all done in groovy TEPMUL.
The Flend
Last modified: Mon Jan 4 21:55:09 GMT 1999