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Skuopbahdwoop

HUD Modification for attacks?

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I thought about this when I got surprised attacked by my 5th wolf of the day. Could there be a visual HUD indicator when a wolf/other dangerous animal makes a noise threateningly at you but it's not within your eyesight? I've messed around with volume variables but it can be difficult at times to focus/triangulate a wolf bark before I get knocked out. It could be something even just turned on or off like camera movement in the accessibility options. It wouldn't need to be overpowered, either- just a visual hud on the screen that something dangerous is around you so you have to find it, like when you're on a steep incline and it warns you you're at risk for spraining; or the weak ice warning. 

Just figured I'd throw this out there as food for thought! 

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1 hour ago, Skuopbahdwoop said:

I thought about this when I got surprised attacked by my 5th wolf of the day. Could there be a visual HUD indicator when a wolf/other dangerous animal makes a noise threateningly at you but it's not within your eyesight? I've messed around with volume variables but it can be difficult at times to focus/triangulate a wolf bark before I get knocked out. It could be something even just turned on or off like camera movement in the accessibility options. It wouldn't need to be overpowered, either- just a visual hud on the screen that something dangerous is around you so you have to find it, like when you're on a steep incline and it warns you you're at risk for spraining; or the weak ice warning. 

I'm a little unsure what you suggest so bare with me ☺️ Are you mainly concerned with accessibility, difficulty or both? 

If you suggest a visual cue for howls and growls: hopefully it will be introduced in the closed captions subtitles with future updates, as an option for those with impaired hearing. As for triangulation, panned sound and growl volume changes with changed distance would be a nice addition, but as they are now they're no good for triangulation.  

If you suggest that the HUD indicate hostile wildlife near you, even though they don't stalk you, it's more a matter of difficulty. Since wolves are our minor boss fights they should be demanding in my opinion. If we keep cutting corners a wolf or something nastier will jump us eventually, a warning would make that and other scenarios too easy. Also, I really like how the HUD is thoughtfully minimalistic and subtle. It's almost like you're wandering through a painting. 

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On 11/21/2020 at 5:03 PM, manolitode said:

I'm a little unsure what you suggest so bare with me ☺️ Are you mainly concerned with accessibility, difficulty or both? 

If you suggest a visual cue for howls and growls: hopefully it will be introduced in the closed captions subtitles with future updates, as an option for those with impaired hearing. As for triangulation, panned sound and growl volume changes with changed distance would be a nice addition, but as they are now they're no good for triangulation.  

If you suggest that the HUD indicate hostile wildlife near you, even though they don't stalk you, it's more a matter of difficulty. Since wolves are our minor boss fights they should be demanding in my opinion. If we keep cutting corners a wolf or something nastier will jump us eventually, a warning would make that and other scenarios too easy. Also, I really like how the HUD is thoughtfully minimalistic and subtle. It's almost like you're wandering through a painting. 

Oh no I totally agree! Wolf attacks are fun because you can't ever expect them, and it's always terrifying to just be wandering around the area, admiring the scenery, and then see a shadow on the hill below stop and look over at you. 

I meant something more along the lines of accessibility- sometimes with all of the different parts of a scene I can find it difficult to notice or hear where a wolf bark is coming from- like when the wolf is actively charging right towards you and escape is inevitable unless you know where it is. Having a simple HUD icon kind of like the sprain risk, that activates around the time someone should hear the wolf barking, is probably the best option; since if the icon appeared just whenever there was danger of a wolf attack, that would give people an unfair advantage in the game, and I'm not really about that. 

I agree about the HUD style, though- the Long Dark is so beautiful and too many notifications would get in the way of that. And your ideas about triangulation are neat! Kind of like proximity volume and stuff would be really cool for immersive purposes. 

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On 11/25/2020 at 5:26 PM, Skuopbahdwoop said:

Having a simple HUD icon kind of like the sprain risk, that activates around the time someone should hear the wolf barking, is probably the best option; since if the icon appeared just whenever there was danger of a wolf attack, that would give people an unfair advantage in the game, and I'm not really about that. 

So if a wolf growl (and I suppose if a bear yelp or a moose snort) you get a visual cue that provides only the information that there has been a sound effect from hostile wildlife but no clue as to its position. How do you think this would change the way you play the game? Would it become easier and would you be less attentive to sound? Again I think it's a very neat idea for accessibility reasons. I probably wouldn't use it myself (if it was optional) since listening for potential dangers is such a significant part of the experience. Though I'm curious what such a cue would look like if it was to translate the slight stress response you get from a wolf bark into something visual. 

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