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- Jan 28, 2011
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Brian has made a big deal of how super-customizable the UI will be. I wouldn't worry about this stuff.
I am not certain I like that interface. Portraits on top-left is a fucking abomination. They should be at the bottom-center, between the buttons on bottom-left and what is possibly the text feedback on bottom-right.
Also, fuck perspective camera. Where is my orthographic projection, Fargo?
Yes. Are those stance selection buttons on the bottom left side?
Then put them there. The GUI I saw had a lot of these things in different spots. You can move em around the screen as to your preference. The GUI is highly customizable.
I am not certain I like that interface. Portraits on top-left is a fucking abomination. They should be at the bottom-center, between the buttons on bottom-left and what is possibly the text feedback on bottom-right.
I am not certain I like that interface. Portraits on top-left is a fucking abomination. They should be at the bottom-center, between the buttons on bottom-left and what is possibly the text feedback on bottom-right.
Then put them there. The GUI I saw had a lot of these things in different spots. You can move em around the screen as to your preference. The GUI is highly customizable
Also, fuck perspective camera. Where is my orthographic projection, Fargo?
We've known for ages this game doesn't use orthographic projection. We've even seen it before.
I'm the same. Perspective projection makes me think of Blizzard RTSes and whatever the hell you call that genre League of Legends and DOTA belong to. Too much frantic panning and distortion occurs too quickly when things move away from the center of the screen. I like how isometric makes everything appear equidistant from the camera, which makes sense if it's tile-based and everything is based on a certain scale.Ever so serious. I know. I just dislike perspective in my tactical top-down game unless the FOV is very low or you can change it. I am hoping that you will be able to change or mod the FOV if not the projection type.
Now that would make perfect sense on a proper 4:3 screen; however, with blasted wide-screens it is often more practical to have it on the side to keep the non-gui area roughly square-ish...
which makes sense if it's tile-based and everything is based on a certain scale.
None of the shots so far look tile based.
There are both stances ( the vertical three tiles showing stances are to the left of the portraits in VotS' latest posts) and formations in the UI.Arent those formations on the left of the Ui? (why call it stances btw?)
Hopefully they will have some actual effect on things.
Im starting to crave a bit of electric orange deserts somewhere, too.
I want grid-based combat but then again, it's not like Wasteland 2 has a real precedent for grid-based combat.edit2: either they haven't implemented a grid yet or game will be grid-free like in TOEE. I wouldn't know what to make of that if that is the case. I love my grids. I love that boardgame feel.
I have a feeling this is going to be an excellent game, a serious contender to compete with the original Fallout in the annals of turn-based Apocalyptic RPGs.
I think these guys are going to polish it to an extreme degree before release.
I for one can't wait for this to come out.
I am getting a serious hunger to work on my own PA game looking at these.
Poe's Law in action.Well, there it went.
My ability to tell whether people are being serious or sarcastic. I don't know what hiver doesn't even know.