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Hey Gearheads! Another week, another update! As always these are a first look, they have not made it to live servers as of yet. So that aside, let's pull open the bay doors, and see what's going on in the workshop!
HUD, UI, Minimap updates
The User Interface (UI) and User Experience (UX) both remain as important, long term commitments to us. As we continue with that endeavor, here are some of the recent made to the UI and HUD. These changes are a work-in-progress and will be rolled out in order of completion.
Updated HUD layout
The hud layout has been updated so that central elements are more spaced out around the central reticle, giving the player additional visibility around the aim target. The reticle itself is a lot more obvious now with an additional highlight added to it allowing the reticle to stand out regardless of the background. Elements, like the health indicator, have been scaled down while the Minimap, as well as resources bars, have been scaled up. You’ll notice that the score indicator moved from the top center of the screen to the lower left corner above the minimap. This places all of the tactical match info in one corner and enables you to see the overall score and objective status icons in a quick glance.
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Improved minimap
One of the more noticable changes is the updated minimap. The new setup is a hybrid between in-game capture and artist generated masks. We use captured backdrops with artist generated masks to highlight or dim down portions of the map based on importance. The new minimap uses simpler graphics making map features easier to distinguish on a small scale. While the minimap has been updated, there are still two additional modes that are a work-in-progress:
Big Map Mode
Currently a rough implementation that gives player a more detailed view of the map. Accessible through Escape key menu, eventually it will display locations of all teammates as well as the status of all capture points. This mode can be used to provide player with a global tactical overview of the match
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Radar mode
A mode that provides the player with an up-close view around their gear. While active radius of the radar is limited by gear capabilities, it can be more useful for close quarters skirmishes showing enemies that are not directly in the line of sight
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Scoreboard
We’ve reworked how the in-match scoreboard display works. By pressing `Tab` a new Scoreboard has been added with a more lightweight design that does not block player input while visible. This makes it easier to check the score without interrupting your movement.
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Resource Indicators
Gear resources are going to be more important in the next set of updates. Hence we made it much more clear when resources are low or depleted.
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In addition to on-screen animations, resources, and many other in-game mechanics, received voice-overs to indicate critical status information.
Damage Indicators
We’ve added a directional damage indicator to the HUD. It shows the direction of enemy fire when taking damage. While a simple addition, it adds a ton of situational awareness and allows you to decisively respond to incoming fire.

Menus
Although not crucial to the gameplay, we are continuing to update the game menus to use unified UI elements. It is a long term commitment and we expect a few more iterations until the new design is fully implemented.

Updated Weapon Storage and Equipping UI
While we are still experimenting with new weapon equipment mechanics, we have updated the current UI to make things a little more streamlined in the meantime. Previously, all of your weapons and storage locations were displayed at once. With so many weapons and slots, there was a certain degree of sensory overload, especially to new players. Now, only elements that are in-use are displayed. Elements that aren’t currently being used, such as empty slots or slots that have jump jets equipped, are hidden. Once you equip a weapon into the slot, it becomes visible either on the left or right side of the gear depending on which hand you equipped it into. We also fixed a little bug that could result in you getting stuck in “equipping mode” when trying to equip weapons from an empty weapon slot.
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More updates are coming up next Wednesday! Stay tuned for more and join the conversation on discord https://discord.gg/KfQG2qb Until next time, Gearheads!
[ 2018-03-07 18:56:04 CET ] [ Original post ]
Hey Gearheads! Another week, another update! As always these are a first look, they have not made it to live servers as of yet. So that aside, let's pull open the bay doors, and see what's going on in the workshop!
HUD, UI, Minimap updates
The User Interface (UI) and User Experience (UX) both remain as important, long term commitments to us. As we continue with that endeavor, here are some of the recent made to the UI and HUD. These changes are a work-in-progress and will be rolled out in order of completion.
Updated HUD layout
The hud layout has been updated so that central elements are more spaced out around the central reticle, giving the player additional visibility around the aim target. The reticle itself is a lot more obvious now with an additional highlight added to it allowing the reticle to stand out regardless of the background. Elements, like the health indicator, have been scaled down while the Minimap, as well as resources bars, have been scaled up. Youll notice that the score indicator moved from the top center of the screen to the lower left corner above the minimap. This places all of the tactical match info in one corner and enables you to see the overall score and objective status icons in a quick glance.

Improved minimap
One of the more noticable changes is the updated minimap. The new setup is a hybrid between in-game capture and artist generated masks. We use captured backdrops with artist generated masks to highlight or dim down portions of the map based on importance. The new minimap uses simpler graphics making map features easier to distinguish on a small scale. While the minimap has been updated, there are still two additional modes that are a work-in-progress:
Big Map Mode
Currently a rough implementation that gives player a more detailed view of the map. Accessible through Escape key menu, eventually it will display locations of all teammates as well as the status of all capture points. This mode can be used to provide player with a global tactical overview of the match

Radar mode
A mode that provides the player with an up-close view around their gear. While active radius of the radar is limited by gear capabilities, it can be more useful for close quarters skirmishes showing enemies that are not directly in the line of sight

Scoreboard
Weve reworked how the in-match scoreboard display works. By pressing `Tab` a new Scoreboard has been added with a more lightweight design that does not block player input while visible. This makes it easier to check the score without interrupting your movement.

Resource Indicators
Gear resources are going to be more important in the next set of updates. Hence we made it much more clear when resources are low or depleted.

In addition to on-screen animations, resources, and many other in-game mechanics, received voice-overs to indicate critical status information.
Damage Indicators
Weve added a directional damage indicator to the HUD. It shows the direction of enemy fire when taking damage. While a simple addition, it adds a ton of situational awareness and allows you to decisively respond to incoming fire.

Menus
Although not crucial to the gameplay, we are continuing to update the game menus to use unified UI elements. It is a long term commitment and we expect a few more iterations until the new design is fully implemented.

Updated Weapon Storage and Equipping UI
While we are still experimenting with new weapon equipment mechanics, we have updated the current UI to make things a little more streamlined in the meantime. Previously, all of your weapons and storage locations were displayed at once. With so many weapons and slots, there was a certain degree of sensory overload, especially to new players. Now, only elements that are in-use are displayed. Elements that arent currently being used, such as empty slots or slots that have jump jets equipped, are hidden. Once you equip a weapon into the slot, it becomes visible either on the left or right side of the gear depending on which hand you equipped it into. We also fixed a little bug that could result in you getting stuck in equipping mode when trying to equip weapons from an empty weapon slot.

More updates are coming up next Wednesday! Stay tuned for more and join the conversation on discord https://discord.gg/KfQG2qb Until next time, Gearheads!
[ 2018-03-07 18:56:04 CET ] [ Original post ]
🎮 Full Controller Support
- Heavy Gear Assault Linux Testing [3.36 G]
Heavy Gear Assault puts you in control of a multi-ton, humanoid war machine better known as a Gear. The peak of Terra Novan engineering, Gears feature a Rotary V-Engine, an advanced, compact and highly efficient internal combustion engine. For faster speeds, Gears are equipped with a Secondary Movement System (SMS) in the form of either wheels or treads under their feet. Armored with advanced composites and loaded with an assortment of weapons, Gears are the most advanced weapon platform available on Terra Nova.
It is up to you to manage and maintain your Gears on the arena floor and off. Customize, upgrade, and equip yours Gears exactly how you like. In combat, you’ll need to balance hydraulic and electric power to keep your Gear moving. Just remember, whether you eviscerate your enemy with relentless firepower or put a precision VibroKatana blade in their back, be sure to do it with style. After all, that's what your fans paid to see.
- Processor: Intel I3Memory: 8 GB RAM
- Memory: 8 GB RAM
- Graphics: NVIDIA GTX 680 +
- Storage: 4 GB available space
- Processor: Intel I7Memory: 16 GB RAM
- Memory: 16 GB RAM
- Graphics: NVIDIA GTX 970 +
- Storage: 4 GB available space
[ 6045 ]
[ 687 ]