SwiftCrack
Arcane
- Joined
- Oct 3, 2012
- Messages
- 1,836
Oh lawd he wants a minimap?
I don't know about others, but I usually selected characters by clicking on them or dragging a box around them in the game world. Using the portrait to select them was a backup to that for me.
Because JA2 isn't an RPG?
Plus an ordinary map menu is fine for note taking etc., no need for a mini one.
rope kid said:Mostly we've been talking about the use of space at the default resolutions and how they scale. The two most common resolutions (according to Steam stats) players play at are 1336x768 (almost always laptops) and 1920x1080. Our two UI "base" resolutions will be built for 1280x720 and 1920x1080 with the ability to scale up.
Ok, seriously, fuck you JS, you self indulgent fuck. It better be just a work in progress placeholder. If you don't have an update, don't put one up.
They could've just used this old piece
I would love an UI with "the black hound aesthetics".
something along these lines.
(I couldn't be arsed working more on it, fucking fiddly as hell )
View attachment 1565
Sawyer said:Lephys, on 24 May 2013 - 11:10 PM, said:
If armor can't hint at torso structure, then hair can't be allowed to give your enemy advantages. Seasoned danger-handlers simply wouldn't allow it, just as seasoned armor-makers wouldn't allow minor breastplate variance.
Our armors do have sex-based variants because we want people to be able to tell female characters from male characters. IRL, such armors are almost never shaped significantly differently, just sized and proportioned differently. Even our most cutting edge contemporary female body armor outwardly doesn't look much different from the male versions. In PE, they will be shaped differently to help the silhouettes read differently. Cadegund's concept reflects this as does the godlike concept Polina developed. It almost assuredly is not what an armorer would do IRL, but it helps distinguish the characters. It's the same reason why we marginally increased the size of war hammer heads. At the realistic size and proportions, they don't clearly read as war hammers, so a small amount of exaggeration was required.
I'm pretty sure I only played BG2 in 1024x768. That message about the game becoming too resource-intensive was cute.BG2 has an 800x600 mode.
Surf has to be wrong though because there is no way the IWD UI is worse than PST's.
Not really functional to me, too much wasted space, the portraits could easily go on the bottom line and the menu buttons could take a lot less space.This still looks a million times better then anything I've seen so far. It's just clean... functional... simple...
Post it on Obsidian forum.I would love an UI with "the black hound aesthetics".
something along these lines.
(I couldn't be arsed working more on it, fucking fiddly as hell )
View attachment 1565
Post it on Obsidian forum.I would love an UI with "the black hound aesthetics".
something along these lines.
(I couldn't be arsed working more on it, fucking fiddly as hell )
View attachment 1565
Well, that proves again that IE-like RTWP sucks.Good answer.
There are games where this type of approach might work, but like I said, actions like "diving behind a corner" sound like they could end up as an arcadey mess in an Infinity Engine-like game. I think the idea here is that your party should have a bit more staying power on the battlefield and should not be constantly scurrying away from fatal attacks.
That can be extended to any sort of mechanics that can kill characters off.When you employ instakill mechanics in game with limited character pool you usually reduce the options and therefore trivialize the choice.
That's the wrong question. The right question is "what kind of choice isn't helped by translating it into mathemathical problem?"Btw I'm just wondering what sort of gameplay choice doesn't get translated into mathematical problem.
The problem with HPs isn't that they are abstract, but that they are wrong.Well, as I see it you should design the mechanics so that they don't need to be overridden. If you design your game around HP and then want to have mechanic that allows for hitting vital spots of enemies and instantly killing them, overriding the more general HP mechanic then I think you should either redo the general mechanic for handling character death (HP) so that it is able to handle such things as body part damage, vital organ damage etc. or don't introduce too concrete mechanics built on very abstract mechanics (HP is an extremely abstract mechanic).
I would say that the abstraction level of the game should be consistent. If you're using several abstract mechanics and a couple of very concrete mechanics then you'll most likely run into cases where and an abstract mechanic interacts with a more concrete one and the way the abstract mechanic handles some stuff just doesn't make any sense on the level of detail the more concrete mechanic uses.
That's the wrong question. The right question is "what kind of choice isn't helped by translating it into mathemathical problem?"
Nope. There are problems that can't really be helped this way, because they don't have exact solutions that can be found in sensible amount of time.That's the wrong question. The right question is "what kind of choice isn't helped by translating it into mathemathical problem?"
I'm not quite sure what you mean, because that seems to be the same thing I wrote. You translate the choice into mathematical problem as it is good for modeling shit and finding solutions. But with enough understanding of the gameplay mechanics I think that any gameplay choice can be translated into mathematical problem and depending on how well you translate it helps you in choosing the optimal solution.