This post is OOC – Out Of Character
This infographic shows many (but not all) of the interactions possible within roleplay.
Talking with Jayce Anthony of Danger Point recently had me thinking about how powerful and interactive HUDs can be, and how they truly are the center of roleplay. Jayce is currently working on an enhanced version of the HUD for Danger Point and it quickly became clear that I should let my readers know a bit more.
Of the three HUDs I wrote about back in July (previous story here), all of them have been greatly enhanced, and none more so than the UCS hud, which will feature more interactive options for urban roleplay when it is released in the next week or so.
Urban roleplayers, long limited to text based intricacy can now perform actions with fellow players and locations that cover a majority of the wheel you see in the above pic. To complement the HUD, Jayce scripted elements within the detailed city for greater action, such as doors that can be opened, picked, or even forced open. Cracking safes, stopping crimes, stealing from registers, and interactive NPCs are just some of the new interactions.
He’s also worked a social angle, using defined groups (all of which have IC stories on this site) that demand loyalty and give missions. For roleplayers, each action gives experience, and sometimes money they can use. In short, Danger Point is now like a cross between a video game and SL, full of action driven by you. Find Danger Point on the links at right to check it out.
Space based Quandry Industries have also made improvements to their HUD, integrating more atmospheric and health fields for their expanding list of accessories and environments. Bash Quandry and Amun Ra take a different approach to creating environments, offering for sale items that give sims a chance to create their environment, right down to gravity. Their goal, already achieved and continuing, is to create tools for immersive sci-fi in SL. As such, the HUD at this time (I’ll probably eat these words with an update soon) is only part of the equation in the scifi environment. Actionable items like ships, stations, doors, equipment take up many parts of the wheel above, though they are not HUD based, but rather item based. It’s a moot point – the end result is the same. Just as with the UCS HUD, the SAGA HUD kicks tail, and gives the player a way to interact with a detailed and action driven environment.
For those fast paced (battlefield) combat, the third HUD I mentioned in July, the MCE HUD, is still going strong and recently was updated to reflect the integration of new vehicles. In some cases, Amok Dynamics – AKA Aeon Voom has reconstructed classics from the VICE catalog for more MCE fun (the F-16 comes to mind – great flying *dreamy look*). The HUD has teleporting and set groups, the ability to attach weapons and vehicles, as well as a number of other features (For more info please refer to the OLDS link at right or the previous article).
Like the SAGA HUD, it is a center to interact with equipment, and the result is equally fun. Interestingly the MCE system, designed by Aeon with a mind to provide an alternative to VICE, is so well designed that several sims have adopted it, including El Alemein and Windy Hill. Amok Dynamics (just like Quandry) also is putting out new and exciting equipment/vehicles every month.
There you have it, 3 awesome HUDS, more improvements in gameplay and roleplay, and your 3 basic roleplay needs met; urban, space, and battlefield.