Functionality is important yes, but this is a slow-paced RPG, people will be pausing. You don't need everything to be "tight" when playing with mouse. Pro-players will be using the keyboard to make commands. So make your hot keys versatile and tight, and make the mouse for players who wish to take their sweet time.
I know you wre being snarky, but that shit isn't adra. That's a g-string thong made out of steel.
Just do a Google image search for "prince of persia the warrior within".Thanks for making me go back over the last ten pages looking for a picture that doesn't exist.
But regarding the UI, I also agree that it looks too sparse, especially on modern wide screen monitors. So much unused space...
But regarding the UI, I also agree that it looks too sparse, especially on modern wide screen monitors. So much unused space...
Josh Sawyer said:It's been a long time since we've talked about our resting system and it's changed in the past few months. It's largely the same overall, but key mechanics have changed in important ways.
* The Stamina/Health mechanics still work as they have previously. The one exception is how Maimed works on non-Expert settings. Maimed is now only a stop-gap before death. I.e., even on ordinary difficulty settings, any character can die if they are currently Maimed and lose their remaining Health. As before, Maimed characters have terrible penalties to their Accuracy and all defenses but move at full speed. Using a Maimed character in combat is asking for them to get killed. The reason for this change was to prevent the use of Maimed characters as immortal trap-sniffers or recipients of an enemy's hard first volley.
* We still restrict where you can rest (as in the IE games), but resting does not have to be performed at very specific spots in the world (there are still a few camps where you can rest anytime, for free). Instead, each time the party rests in the middle of nowhere, they consume 1 unit of Camp Supplies. Based on your difficulty settings, the party can carry a maximum number of Camp Supplies (currently ranging from 6 to 2). The supplies are a single item type and can be purchased from vendors (also rarely can be found in the world). The supplies represent a party count, like wealth, and are represented by a number in the inventory and on the rest button in the main UI. To rest, all you need to do is press the rest button. The game checks to make sure it's okay to camp in that location at that time and will give you the option to access your Stash or go directly into rest.
* You can also rest at inns and your house (once you acquire it). Based on the room you select at the inn, you will gain temporary bonuses that generally correlate to the expense of the room. I.e., more expensive rooms grant larger or more bonuses. These bonuses last for a specific number of rests following your stay at the inn. Only a single resting bonus can be active at a time, so you can't just chain-sleep for a collection of bonuses. If you sleep at your house, you select from the bonuses you've unlocked from your upgrades. These tend to be less varied than those found at inns and you have to pay for the upgrades upfront, but after that it's effectively a free bonus of one specific type that lasts for a number of rests.
Why? The effect lasts for multiple additional rests.on Hard, retreat to the Stronghold to rest at every opportunity possible.
Why? The effect lasts for multiple additional rests.on Hard, retreat to the Stronghold to rest at every opportunity possible.
I prefer solid designThe design is going to be very unpopular to a large portion of the fanbase. Perhaps not as large of a portion as the divide between solid and minimal designs.
Icewind Dale 2's whole deal was racism.Is there anything in games such as Mask of the Betrayer or Fallout: New Vegas that would suggest that Eric Fenstermaker (the man actually responsible for this game's narrative and themes), Josh Sawyer or anybody else at Obsidian are interested in creating a game "about racism"?
Looks like they make up about a third of the team. Ideally they'll one day make up half. wftwJosh said:compared to when i started there are more overall in the industry and a lot more on my teams. two of our four environment artists are women, three of our five animators are women, one of our two producers is a woman, and four of our thirteen designers are women. our VFX artists, audio engineers, and programmers are all men. women programming applicants are extremely rare and i've only worked with one female programmer in 15 years.Why aren't there more women in gaming?
J.E. Sawyer said:Action bars are now character-specific. In the IE games, group and individual actions tended to share the same "line" of space, so regardless of who was selected or how many characters were selected, a decent chunk of the UI was always taken up by space reserved for those icons. In PoE, all actions that can be performed concurrently by any number of characters have been moved to the center cluster (e.g. attack, cancel, scout, etc.). So when you have multiple characters selected (typically while mass moving/exploring), you don't see an action bar. As soon as you select an individual character, you will see their specific list of abilities, spells, etc.
Revisions to the UI were done with independent clusters of elements because it was way faster and easier to iterate in that way instead of always going back to modify backing panels. The portrait borders are thin but they aren't "wireframes" unless "wireframe" just means narrow. They're all textured and have decorative elements that overlap into the portrait space. That said, now that we're happy with the general layout of elements, Kaz will be building (optional) solid backing panels to frame all of the components. The backing panels will form a solid block across the bottom of the screen. You also have the option of collapsing the central button cluster and the dialogue/combat log window so you're just left with portraits (ToEE-style). In that mode, you can still activate/access all of the hidden actions with hotkeys.
All portraits have health bars. Monks, ciphers, and chanters have an extra bottom element to their portrait frames to show their class-specific resources (wounds, focus, and phrases). Stamina loss is displayed as red fill. We will likely also include numbers for Stamina/Health display (it's pretty straightforward to implement that). It's not awkward at all to click on the portrait and move up to select an ability (since you're often going to be moving up to target the ability you just selected anyway).
The abilities pop up above the portrait row, so you select the character, move up to select the ability, and then target it (if it needs to be targeted).
That makes sense: it sounds like the Warcraft way of using abilities. Also, Commandos did this: if multiple characters were selected, only the pistol was displayed in the backpack, since it was the only action/ability all characters shared.http://forums.obsidian.net/topic/66095-possible-alpha-ish-poe-ui-screencap/?p=1443489
J.E. Sawyer said:In PoE, all actions that can be performed concurrently by any number of characters have been moved to the center cluster (e.g. attack, cancel, scout, etc.). So when you have multiple characters selected (typically while mass moving/exploring), you don't see an action bar. As soon as you select an individual character, you will see their specific list of abilities, spells, etc.
I've never seen a thread more full of acoustic acting people. If psychologists wanted 1200 pages of Asperger's research, they could start here.
I don't think we're very musical, but if you say so bro.I've never seen a thread more full of acoustic acting people. If psychologists wanted 1200 pages of Asperger's research, they could start here.