Wayward Son
Fails to keep valuable team members alive
I concur. That would be the best way.
Why not have both? Focus on the latter, while adding some small windows to swap weapons or use items in a quick manner?I am still working out bugs in the turn-based combat system, but now – dear bros – I would like your opinion on some other matter.
From time to time my brain starts thinking about the UI, and more specifically about how to present it to the player. The inventory, stats, encounter texts, etc. are examples of views that will be presented to the player while exploring the 3D world. What I am undecided about, is whether to show the views as small-ish windows on top of the 3D first-person view, or fullscreen views (essentially hiding and pausing the game in the background). Many old games did the latter and that's what I am gravitating towards. I'd like to know your opinion on the matter.
First and foremost, the UI should serve the gameplay. If, for example, you want to have a strong adventure game element where the player would be using items on world objects, then a small window might be best. On the other hand, if you intend to have a lot of stats and info displayed in the inventory, then perhaps it would be better to dedicate a whole scrren to it.
Besides, I believe that the UI is one of the elements in gamedev that require the most iteration, so I wouldn't set anything in stone at this moment. Have a simple, functional UI that helps you with debugging, and only after you get the core features in place, tweak it to achieve the best feel/efficiency.
From time to time my brain starts thinking about the UI, and more specifically about how to present it to the player. The inventory, stats, encounter texts, etc. are examples of views that will be presented to the player while exploring the 3D world. What I am undecided about, is whether to show the views as small-ish windows on top of the 3D first-person view, or fullscreen views (essentially hiding and pausing the game in the background). Many old games did the latter and that's what I am gravitating towards. I'd like to know your opinion on the matter.
I didn't quite understand - will the game have fixed spells or some sort of spell-making system?The first entry is the magic system. Feel free to comment and criticise.
I really liked the way UI worked in Event Horizon games.
I didn't quite understand - will the game have fixed spells or some sort of spell-making system?The first entry is the magic system. Feel free to comment and criticise.
(cool beard, by the way)
Dumping here some pixely ui elements I've been working on in the past days.
I know, I'm still unsure what to do with them. Sprites, especially such large ones as trees, kinda feel weird when turning around. I've also been toying with low res models for trees, but couldn't bring them to look ok.Like the buttons, but not a fan of the trees. I think they'd look better if they were pure sprites, like in M&M.
"Billboarding" is a common technique for trees. Just draw the trees as textured quads always facing the camera. Use invisible shapes to cast shadows, or just fake them with a ground texture. I don't know; I do 2D mostly.
Yeah, it's obvious the buildings and NPCs are 3D but trees aren't, but nobody gives a shit, especially in RPGs.
Been assembling the world exploration ui. WIP, but getting there.