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Obsidian's Pillars of Eternity [BETA RELEASED, GO TO THE NEW THREAD]

Surf Solar

cannot into womynz
Joined
Jan 8, 2011
Messages
8,837
ih46ye.jpg


You are all faggots.

And GUI can be pretty/ornate/artistic/whatever without taking up a lot of space and not using it.

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.
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.

For example you can see battle as tree of events branching from start with each possible outcome being a leaf. If the tree is large and branches a lot (that's one of the major points of random mechanics, BTW), you can't really explore it all and find optimal choices in those branching points that depend on your choices. All you can do is formulate your tactics as set of rules you use when navigating the tree, but it's mere heuristics, not an exact solution. Applying math doesn't help here. OTOH doing a lot of math on HPs, APs and whatever doesn't really make this tactical tree any more complex and tactical decisions more difficult. All it proves is that you can count at primary school level.



This looks horrible. Too many single elements cluttered all over the screen, like some shitty MMO, instead of a solid "bar" of UI.
 

Delterius

Arcane
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Entre a serra e o mar.
If there's one thing I know about UIs is that I hate them. I hate every single one of them. At which point I'd ask if they are planning for the sort of modularity InXile was promising.
 

DraQ

Arcane
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Chrząszczyżewoszyce, powiat Łękołody
ih46ye.jpg


You are all faggots.

And GUI can be pretty/ornate/artistic/whatever without taking up a lot of space and not using it.

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.
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.

For example you can see battle as tree of events branching from start with each possible outcome being a leaf. If the tree is large and branches a lot (that's one of the major points of random mechanics, BTW), you can't really explore it all and find optimal choices in those branching points that depend on your choices. All you can do is formulate your tactics as set of rules you use when navigating the tree, but it's mere heuristics, not an exact solution. Applying math doesn't help here. OTOH doing a lot of math on HPs, APs and whatever doesn't really make this tactical tree any more complex and tactical decisions more difficult. All it proves is that you can count at primary school level.



This looks horrible. Too many single elements cluttered all over the screen, like some shitty MMO, instead of a solid "bar" of UI.
Unlike you I don't have fetish for solids.

Also, individual elements would hide when not in use unless set otherwise by user.
They would only pop up when and, in case of action menus, *where* needed.

Good interface:
1. Respects screen real estate.
2. Tries to minimize amount of distance travelled by cursor.

Lower and side menus would be reserved for stuff that should be in view, but rarely clicked on directly.
Individual action menus would pop out near portrait(s) selected first and mouse cursor second (if first criterion was ambiguous).
I wouldn't mind possible rearrangement of menus, for example to bring minimap closer to portraits - I've thrown it together in 5 minutes tops.
 

Juggie

Augur
Joined
Sep 22, 2010
Messages
105
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.

For example you can see battle as tree of events branching from start with each possible outcome being a leaf. If the tree is large and branches a lot (that's one of the major points of random mechanics, BTW), you can't really explore it all and find optimal choices in those branching points that depend on your choices. All you can do is formulate your tactics as set of rules you use when navigating the tree, but it's mere heuristics, not an exact solution. Applying math doesn't help here. OTOH doing a lot of math on HPs, APs and whatever doesn't really make this tactical tree any more complex and tactical decisions more difficult. All it proves is that you can count at primary school level.
Even if finding the globally optimal solution is unfeasible, you can still apply heuristics (as you said). Good example would be locally optimal choice or using approximations. You can translate these into mathematical problems and they would help you finding good solutions. I don't know how this makes math useless in this situation. Even if it's impractical to to search for the optimal path, math is still quite useful.

When making a game AI, there are different approaches, but usually most decisions are based on comparing the options, which is simple math. The whole game tree is exponential, therefore finding the optimal solution is unfeasible so you need to guide the AI a little (game-wide strategies are usually hardcoded). The AI still needs to decide what has the highest priority in specific situations and it does what most people do - compare the costs and the expected gains.
 

Grunker

RPG Codex Ghost
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UI looks really good to me! But please switch character portraits and text-window.


:throws up on keyboard:

Please... please, take it away... I can't... I can't take it...

It's like all the worst parts of old UIs rolled into one horrible abomination.
 

Roguey

Codex Staff
Staff Member
Sawyerite
Joined
May 29, 2010
Messages
36,925
BG2 has an 800x600 mode.
Doesn't matter because the UI is obviously designed for 640x480 with how everything is so cramped. IWD2's minimum resolution was 800x600.
http://forums.obsidian.net/topic/63851-update-54-art-update-work-is-in-progress/page-9#entry1335267
I have to say I think it's strange that people are requesting UI layouts with character portraits far away from action icons, floating wireframe UIs, and similar features. While it's true that BG1 and IWD1 used wrap-around UIs, that was because 640x480 base resolutions didn't allow us to fit all of the elements along one edge of the screen. As soon as we went to 800x600 in IWD2, we immediately went to a consolidated UI layout that made mouse movement much more efficient. I understand that a lot of people use hotkeys and we certainly plan to support that, but GUIs need to be functional for people who use them. Putting abilities 75%+ of the screen width away from the character portraits is really inefficient.

UI looks really good to me! But please switch character portraits and text-window.
Josh doesn't want to.
http://forums.obsidian.net/topic/63851-update-54-art-update-work-is-in-progress/page-10#entry1335333
I believe that the character portraits contain more vital information that the player looks at with higher frequency than the combat log.
 

Mangoose

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I'm a Banana
Divinity: Original Sin Project: Eternity
IMO it would be nice to be able to access a character's spells directly instead of having to select the character first and THEN click on the spellbook. Perhaps a few "quick spells" could be easily accessed, at the least.
 

Delterius

Arcane
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Messages
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Entre a serra e o mar.
IMO it would be nice to be able to access a character's spells directly instead of having to select them first and THEN click on the spellbook. Perhaps a few "quick spells" could be easily accessed, at the least.

Actually, I had hopep they'd do it like NwN 2. Just with bigger icons - sure it might take up space on the screen, but its not like that window is always open.
 

Infinitron

I post news
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Messages
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Enjoy the Revolution! Another revolution around the sun that is. Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
I must say I like how Josh is bitchslapping all the people who want more emotionally engaging portraits in that thread. :incline:
 

Zed

Codex Staff
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Messages
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Codex USB, 2014
I think the UI could be a lot more to my taste, but I'm really happy with what they have implemented so far. As long as the functionality is all there, and they don't go with some "undockable" MMO bullshit, I'm happy.

Now they just have to get Justin Sweet to make some proper portraits. :D
 

SCO

Arcane
In My Safe Space
Joined
Feb 3, 2009
Messages
16,320
Shadorwun: Hong Kong
I wouldn't mind emotionally engaging portraits in the vein of Might and Magic (that is, changeable according to conditions). But uh, less cheesy. With a transition effect maybe.

Would make npc modders jobs tremendously harder, leaving it only the most insanely dedicated or elaboration of original characters (and THAT is all to the good).
 

861129

Cipher
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Messages
1,011
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gone, not around any longer
I'll just spam my version here as well.

Sawyer wants to minimize mouse travel distance from right-aligned portraits to the action bar, because this is apparently the most uncomfortable direction to move the mouse for a right-handed person, and he wants to keep the dialogue box aligned to the right for readablity. The wide bottom bar eats away at the already narrow widescreen viewport, however. Thus, a left-aligned UI?

yfkuq.jpg
 

Zed

Codex Staff
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Messages
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Codex USB, 2014
Would make npc modders jobs tremendously harder, leaving it only the most insanely dedicated or elaboration of original characters (and THAT is all to the good).
I still don't see the appeal of adding fan-made NPCs and such content to a game like this. I'll never understand BG2-modders.
 

SCO

Arcane
In My Safe Space
Joined
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Messages
16,320
Shadorwun: Hong Kong
Party-members npc mods are trash and unfortunately common as a vehicle of frustrated schlock.
 

circ

Arcane
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Jun 4, 2009
Messages
11,470
Location
Great Pacific Garbage Patch
ih46ye.jpg


You are all faggots.

And GUI can be pretty/ornate/artistic/whatever without taking up a lot of space and not using it.

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.
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.

For example you can see battle as tree of events branching from start with each possible outcome being a leaf. If the tree is large and branches a lot (that's one of the major points of random mechanics, BTW), you can't really explore it all and find optimal choices in those branching points that depend on your choices. All you can do is formulate your tactics as set of rules you use when navigating the tree, but it's mere heuristics, not an exact solution. Applying math doesn't help here. OTOH doing a lot of math on HPs, APs and whatever doesn't really make this tactical tree any more complex and tactical decisions more difficult. All it proves is that you can count at primary school level.



This looks horrible. Too many single elements cluttered all over the screen, like some shitty MMO, instead of a solid "bar" of UI.
Shut the fuck up. Best one so far.

EDIT: this one was good.

312382-the-temple-of-elemental-evil-a-classic-greyhawk-adventure.jpg
 

Grunker

RPG Codex Ghost
Patron
Joined
Oct 19, 2009
Messages
27,843
Location
Copenhagen
BG2 has an 800x600 mode.
Doesn't matter because the UI is obviously designed for 640x480 with how everything is so cramped. IWD2's minimum resolution was 800x600.
http://forums.obsidian.net/topic/63851-update-54-art-update-work-is-in-progress/page-9#entry1335267
I have to say I think it's strange that people are requesting UI layouts with character portraits far away from action icons, floating wireframe UIs, and similar features. While it's true that BG1 and IWD1 used wrap-around UIs, that was because 640x480 base resolutions didn't allow us to fit all of the elements along one edge of the screen. As soon as we went to 800x600 in IWD2, we immediately went to a consolidated UI layout that made mouse movement much more efficient. I understand that a lot of people use hotkeys and we certainly plan to support that, but GUIs need to be functional for people who use them. Putting abilities 75%+ of the screen width away from the character portraits is really inefficient.

UI looks really good to me! But please switch character portraits and text-window.
Josh doesn't want to.
http://forums.obsidian.net/topic/63851-update-54-art-update-work-is-in-progress/page-10#entry1335333
I believe that the character portraits contain more vital information that the player looks at with higher frequency than the combat log.


I thought he was big on "what players actually do"?

People check moving, constant information all the time. Portraits are more static and checked periodically.
 

Infinitron

I post news
Patron
Staff Member
Joined
Jan 28, 2011
Messages
100,120
Enjoy the Revolution! Another revolution around the sun that is. Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
The portraits typically show how much hit points the character has, so people do glance at them often. And of course you use them to select the character you want to use.
 

Grunker

RPG Codex Ghost
Patron
Joined
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Messages
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Copenhagen
The portraits typically show how much hit points the character has, so people do glance at them often. And of course you use them to select the character you want to use.


Of course, but selection can happen in the world as well. I guarantee you that moving text will catch the eyes more often. But eh, it's not a big deal. As long as the UI isn't a floaty, web-design-like clusterfuck like ToEE/Wasteland 2 which some people are calling for, or God-forbid the terrible piece of shit that was Wizardry's UI. Love the game, but fuck the UI sideways. Making your character do shit has never required as many clicks.
 

Arkeus

Arcane
Joined
Oct 9, 2012
Messages
1,406
Portraits in IE games also shows status effect like free movement/dazed/drained/etc.
 

Kem0sabe

Arcane
Joined
Mar 7, 2011
Messages
13,236
Location
Azores Islands
Baldurs Gate 2, with a better Journal system, has probably the best UI out of any rpg i have played, just copy that and call it a day.
 

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