I was rather fond of the arc stances :)I dunno it just looks funny to me. Maybe it can have a "click to change style" like the menu bar in the game now.
Also, do you plan do to anything with that inventory space on the left?Yea I noticed it looks so empty on the left, maybe I'll just cut that space out.
I'm thinking about limiting the number of bags you can carry. In my opinion having one "backpack" as the biggest container, then a glyph pouch, and two regular sized sacks would work as a default. I don't want to have an unrealistically overloaded inventory screen with about 10 containers your character would have no idea how to carry :)But your Rivnak, Pterosaur or Megaras should have some place to store items too
Thoughts?
Thats the way it is now. I think it should be after 'other'. Also having a bin in the invetory window is abit ??? because in real life you can just evaporate things can you? There should be a way to dispose of items but it should be a bin in the plaza which is emptied into the stone mouth.
@Cherppow: I like the thin stamina bars. I think the softer gradients makes it look so flat but if it helps I guess I wouldn't mind changing it.The text on the status bars is meant to only show up on mouse over like it does now, similarly to the random blue buttons seen in the older screens that I removed to avoid causing confusion. I have tried putting these graphics in game and the borders do come out smudged all over the place and it looks really bad, but I'm not sure how to fix it or if it can be.Aye, the bars'll look more flat, but I'd sacrifice little on the looks in favour of usability. The mouse over labels are nice, would be good if they could be set to appear on a pre-defined position (over the stat bars), instead of hovering next to the pointer.
I really do want to redesign the interface and not just re-skin it, so I would intend to rewrite the code although that isn't realistic, I know, but this is just a concept. I think that the interface could use code changes but that would probably "break" the other skins already in the game but I don't think it would be hard to make them work with the new code.Many changes can be applied with xml, and don't need changes in the cpp code itself. New functions would require support from code though. If the interface is redesigned, old skins will break. But old skins shouldn't hinder development. Stone skin could possibly be transferred with modifications, elves would have to be re-done.
Lowered the gradient effect on the info bars some (not sure how to decrease their height without affecting the visibility of the text)...Aye, the bars were maybe a little bit too thin. Instead I decided to broaden the health and mana, while keeping staminas quite the same.
I'd have to agree with Cynwrig here. I think the design of using multiple buttons to change one thing is somewhat clumsy. However, neither do I like the scrollbar design, currently used in the spell power. I don't think multi-state-button is the perfect solution for this, but I like it better than the two alternatives. Picky me. :)Quote from: KaryuuI was rather fond of the arc stances SmileyI dunno it just looks funny to me. Maybe it can have a "click to change style" like the menu bar in the game now.
I'm thinking about limiting the number of bags you can carry. In my opinion having one "backpack" as the biggest container, then a glyph pouch, and two regular sized sacks would work as a default. I don't want to have an unrealistically overloaded inventory screen with about 10 containers your character would have no idea how to carry SmileySounds applicable to me, one can only carry so much. Maybe two sacks is too strict though? I mean I can surely carry at least 4 on my shoulders . :) Depends a bit on the size of course. Hmm, would be cool if backpacks/sacks would appear on the char model. You could spot a "mule" from the distance.
Thoughts?
Test with smaller inventory icons:I like them, and the fact that you could see the whole backpack at once. The only thing that pokes my eye, is the difference between inventory and equip items. Especially since the r/l hand slots are so huge. I'm not sure why it's so in the current inventory. (Is there plans to make bigger than one slot items? And if so, why is torso armour still one slot?) Hmm... but for now, I'd make hand slots standard size.
(http://img404.imageshack.us/img404/568/inventorykp6.jpg)
One thing I want to suggest to fellow artists or conceptors, is to not only make the GUI more visually pleasing but also slicker and smaller. In the Stats and Skills window for example there is no need for the character doll. A lot of the space can be consolidated, so that there is just the bare minimum of unused real estate. Consider what is truly necessary - do we need an online player counter by default? It's neat information, but you will have no real use out of it. Consider how training skills may be made easier through the skill window than a single Buy button. I am a bit distracted with other work, but I would love to see further progress here.I agree. Smaller and smarter, while still pleasant to view. User interface can make or break a game. If we really want to design new ui, instead of thinking "where should I put this button", we should think "what does the user want to do here, and why". It's not an easy task though, and shouldn't be given to one person/department alone. It's also a double edged sword, the more you change, the less likely the gui will happen. On the other hand if you do a million small changes, you'll end up with a patchwork. ;) eg. do we need to have so many windows? Doesn't loot/quest reward/merchant/trade/containers share the same idea, transfering items between two entities. Could they be handled through one "general transfer" window, and should they be?
3D hardware (but also software) can render textures more efficiently if the dimensions are powers of two(abbr. "PO2") (e.g. 256x256, 512x128...), going so far that hardware and graphics APIs (e.g. OpenGL) require textures to have PO2 dimensions. So does CrystalSpace for all textures, 2D and 3D. While you can feed non-PO2 textures into CS, they will be resized internally to a PO2 size (e.g. 640x480 will become 512x512). The resizing isn't very good, though: the texture will end up looking rather ugly when rendered.So I created my texture at dimensions that are a power of two, and then turned of scaling, and resizing due to resolution and here is the result:
Y'know, I do believe that this has the potential to be the most useful mod since Aineko's (+5 points for everyone who knows what I'm talking about).
there is a new gui in the works for an upcoming release, yes.
I never said it was this upcoming release now did I?
Well it has been a while since I have updated, but I plan to continue working on the concept.
I have streamlined the interface a bit, and I redid the window borders.
@Xoiani: The small icons help reduce clutter, but it could be possible to have a larger view icon displayed upon examining the item.
(http://img230.imageshack.us/img230/6172/screencu0.jpg)
EDIT: Boosted color to make it look less dull. (Makes it look a lot better in-game.)
there is a new gui in the works for an upcoming release, yes.
/me points up
Not the next version, a future version and I don't know if it is this GUI either. I'd like it if it were but any improvement over the current, rather unattractive one will do.
A new Group Window, it's more minimalistic and displays race icons.and can hope I had some help in inspiring that addition.
Im glad to hear the current GUI is being improved on, though I will mention I have nothing to do with it, atleast not directly. I did see in the 0.4 Changelog:Almost 100% ;)QuoteA new Group Window, it's more minimalistic and displays race icons.and can hope I had some help in inspiring that addition.
Well I havent been working on the GUI in a while, so I have no changes to show.
I also haven't done any work towards getting it working in-game other than a few experiments with the buddy window. I'm not so sure it would be a good idea to invest efforts into a GUI mod this early in the games development. Every update could easily break it's functionality and who knows how much the GUI will change in the future.