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Magic & Mercenaries: The Curse of Eternal Darkness

Joined
Jan 14, 2018
Messages
50,754
Codex Year of the Donut
I doubt it, it's no push button and you get automatically what you want,
it's pretty close
image.png


:smug:
 

ProphetSword

Arcane
Developer
Joined
Jun 7, 2012
Messages
1,755
Location
Monkey Island
Some of the UI is undergoing some modifications. I'll swing back around to it.

In fact, here's where I need opinions; because I am working on changing some things around and improving graphics across the board. Just don't know if I'm going in the right direction.

For example, the main layout of the game. Initially I wanted it to resemble the Gold-Box games, and it had this familiar layout that resembles those games very closely:

2021-02.png



But, I've been revamping it to have a centered viewport, character portraits, a different layout, etc. Honestly don't know if this would be considered better or worse...

2022-04.png



Thoughts?
 

Grauken

Gourd vibes only
Patron
Joined
Mar 22, 2013
Messages
12,803
The centered approach, at least for me, works better when you have a very large view of the dungeon with the character faces and their data optimized to take as little space as possible. Since you don't really have that here, the first approach looks better to me.
 

ERYFKRAD

Barbarian
Patron
Joined
Sep 25, 2012
Messages
28,363
Strap Yourselves In Serpent in the Staglands Shadorwun: Hong Kong Pillars of Eternity 2: Deadfire Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
I really prefer the one on the top, with the viewport to the corner rather than the centre.
 

negator2vc

Scholar
Joined
May 1, 2017
Messages
314
Location
Greece
The centered viewport works better for me.
Is there a reason you have the character panels this big? The information inside them could easily being shown for ex. in a column or with smaller font size.
I like better the Wizardry 7 viewport style with smaller character panels and a little larger viewport.
778223-wizardry-crusaders-of-the-dark-savant-dos-screenshot-fountains.png

The difference is viewport sizes is small enough not to require for ex. larger sprites if that's one the reasons of the small viewport.
 

Bad Sector

Arcane
Patron
Joined
Mar 25, 2012
Messages
2,226
Insert Title Here RPG Wokedex Codex Year of the Donut Codex+ Now Streaming! Steve gets a Kidney but I don't even get a tag.
I prefer the centered one which IMO will work better with modern big monitors, though not a big deal.

I do agree with negator2vc about the character panels being too large though. Also i like the character list more than the panels, but i'm not sure how it'd work with a centered setup.

Though i think the bigger issue is how this will work with non-16:9 aspect ratios (both narrower, like 5:4, 4:3, 16:10, etc and larger like 21:9 or 23:9) as well as multimonitor setups.
 

KeighnMcDeath

RPG Codex Boomer
Joined
Nov 23, 2016
Messages
13,046
Yeah, I like the centered viewpoint as well. Compass and coordinates minimized is fine. The menu options are all in the left snd smaller. Portraits and data are decent sized with main view BAM in center with plenty of descriptive text down in the bottom. That looks ACE to me imho. Maybe area name, coordinates, and time should be that red color from the top picture to make them POP more.
 

Ysaye

Arbiter
Joined
May 27, 2018
Messages
771
Location
Australia
Some of the UI is undergoing some modifications. I'll swing back around to it.

In fact, here's where I need opinions; because I am working on changing some things around and improving graphics across the board. Just don't know if I'm going in the right direction.

For example, the main layout of the game. Initially I wanted it to resemble the Gold-Box games, and it had this familiar layout that resembles those games very closely:

2021-02.png



But, I've been revamping it to have a centered viewport, character portraits, a different layout, etc. Honestly don't know if this would be considered better or worse...

2022-04.png



Thoughts?

Not fussy but I think I slightly prefer the top; because of the kind of game it is, the loss of the compass in the bottom compared to the top is a factor in that preference. Also I like the portraits but in addition to the names+stats it feels crowded. As Negator2vC says you would expect the viewport to be wider for that.

Also the top one is in line with original conceived idea.
 

ProphetSword

Arcane
Developer
Joined
Jun 7, 2012
Messages
1,755
Location
Monkey Island
Just to put an end to the debate, I went ahead and rolled it back to the non-portrait version of the game. It's more in line with the kind of game I'm trying to build anyway. Sometimes I lose sight of that, so I need to remind myself what the goal is.

Thanks for the feedback.
 

norolim

Arcane
Joined
Nov 21, 2012
Messages
1,012
Location
Pawland
Just to put an end to the debate, I went ahead and rolled it back to the non-portrait version of the game. It's more in line with the kind of game I'm trying to build anyway. Sometimes I lose sight of that, so I need to remind myself what the goal is.

Thanks for the feedback.


So, what does it look like, now. Have you settled on a final look? How is the game progressing?
 

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