Vault Dweller
Commissar, Red Star Studio
- Joined
- Jan 7, 2003
- Messages
- 28,024
As you probably know, we're waiting for the missing animations (the once long list has been reduced to two-handed weapons and grenades), portraits (8 NPC portraits to go), and armor (all vests, boots and leggings, helmets, goggles, and gas masks are done; waiting for the jackets and coats, which will be done after all animations are in). While we're waiting, we made some changes and improvements.
- removed all caps from the textbox, added a corresponding skill and level to the weapon slots, the character level, plus replaced words like DMG and AMMO with icons to reduce clutter, added a reaction chance, resized the overhead portraits.
- replaced the disco floor with the movement range but if you prefer the grid you can bring it back via Options.
- still working on the firing range as we need to show both the effective and maximum ranges
- added proper cursors for all occasions (pointer, examine, target, interact, open, climb, etc)
- replaced the old targeting info with a new one (blue - critical, green - hit, yellow - graze, red - miss; pressing ALT gives you a full breakdown of each value)
- replaced the old overhead icons with new ones (the eye shows the effect of your cover, its effect on the enemy's THC; the shield shows the enemy's cover, its effect on your THC)
^ Here I'm planning to move (see the arrow that shows the AP cost), notice that the overhead icons above the enemies changed. The icons with the blue arrows show the effect of the move; the effect of his cover and my cover will be reduced. The green targeting cursor indicates that this character will be able to shoot from that location.
^ Notice the enemy flanking me. The text above the shield is temporary (right now it's a developer tool to make sure that enemies shields are working properly; we'll either remove the text later or pretty it up).
It's still work in progress, but do let us know what you think.
- removed all caps from the textbox, added a corresponding skill and level to the weapon slots, the character level, plus replaced words like DMG and AMMO with icons to reduce clutter, added a reaction chance, resized the overhead portraits.
- replaced the disco floor with the movement range but if you prefer the grid you can bring it back via Options.
- still working on the firing range as we need to show both the effective and maximum ranges
- added proper cursors for all occasions (pointer, examine, target, interact, open, climb, etc)
- replaced the old targeting info with a new one (blue - critical, green - hit, yellow - graze, red - miss; pressing ALT gives you a full breakdown of each value)
- replaced the old overhead icons with new ones (the eye shows the effect of your cover, its effect on the enemy's THC; the shield shows the enemy's cover, its effect on your THC)
^ Here I'm planning to move (see the arrow that shows the AP cost), notice that the overhead icons above the enemies changed. The icons with the blue arrows show the effect of the move; the effect of his cover and my cover will be reduced. The green targeting cursor indicates that this character will be able to shoot from that location.
^ Notice the enemy flanking me. The text above the shield is temporary (right now it's a developer tool to make sure that enemies shields are working properly; we'll either remove the text later or pretty it up).
It's still work in progress, but do let us know what you think.