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Showing posts with the label actions

Radial menus

A lot of work this week, but you can't really see any of it. I've been setting up the interface between the player and all the controls. Now I have a way of entering any kind of command I need in a way which is (IMHO) pretty easy to get to grips with. Here's the early concept: [radial menu with two levels] This was my first concept, that you would use the radial menu to switch to a non-game state and from there you could use direction keys and space to set up various parts of the game. But I thought it would be better if the radial menu could be expanded with multiple layers to handle things directly in game without entering a non-game state. So now you can control the camera, perform actions and feats, give orders, switch characters, set default AI behavior and other things right in the game. [8 level radial menu] And all layers lead back to the main layer, so hopefully you can't get lost in the menus. Some interactions though still need to enter ...

More UI concepts.

I've been doing some coding, nothing to show right now, but it's essential stuff. You know, the stuff that doesn't show up right away in game, but lays the ground work for actually being able to do stuff like attack and pick things up... As part of that I'm still working towards a working concept for the UI. There's the portrait (1) which tells you which character this is. Next (2) is the stats. Simple outline here, you can get more info by clicking on the portrait, but here you can see health, focus, fatigue and experience. Here (3) is the action buttons. These are contextual and change depending on character or target situations. The target window (4) is an important one. this could be a monster, or it could be some gear on the floor, or a door or another player. You can click here to get more info about it. The available actions will change depending on the type of target. Because you can have multiple characters selected at any one time, I need a way ...