Re: My projects and demos
Posted: Sat Jul 02, 2016 12:41 am
True, thanks for the spelling heads up. not sure why the spell checker didn't find that out when I was googling haha - well that goes some way to explaining why most rpgs abbreviate the stats to three characters.
RPGs kind of have a rep of having some of the worst user interfaces and menu layouts of all games (outside of simulators) So I wanted to get the interface at least ok before moving onto the game. While nobody is going to play this its still useful to have a decent ui and menu system for future projects i think. I noticed that bad UI seems to follow game creators across projects.
With the weird issues I was having trying to get multiple libraries to work together I ended up focusing on the individual scenes. So stuff like the intro, outtro, menu scenes tended to come up first. Plus I figure if I can nail the menu and ui then I can use that with some tweaking across many projects so its got a lot of "bang for buck".
gauge style for stats, well its a bit cluttered - one of the interesting things with a traditional RPG is you have so many statistics to get across some how. You could take the route many classic RPGs did and just have walls of text and numbers (looking at you majority of 80s RPGs)..
Its like most of these games you end up learning the interface and not being able to use it naturally or with minimal clicks.
One thing I hated with games was useless busy work, I want to minimise that as much as possible (like having to manually select characters with abilities to apply a skill thats obviously needed - like for example the cleric healing people after combat assuming they have enough mana/prayers left.. why not just have the computer handle that for the player. Like who does not want to cure debufs after combat if they are able...
Seems that a decent macro system is needed but that will be a fair bit of work. But would be worth the effort.
Getting back to the character sheet/screen. Been thinking to splt it over a series of pages, so you get a breakdown of the characteristic and what it does in the game ect... I always found that lacking especially in things like skill trees. You end up either having to know D&D or be using a gamefaq to figure out how to allocate skills in a game. I figure that should be explained better by most games I have seen.
I guess the reason why these things usually don't get done is its a lot of work on a boring part of the project for most games. Nobody wants to be the guy that spent 6 months designing a character creation screen for a game that never got played.
Point taken about the tack meters - having slept on it I want to keep the circular theme but use something a bit more abstract more like you were looking at an information graphic. I figure that would be pretty cool and might have more of a chance of getting across the information more clearly to a player. Its also something I can do in inkscape, so thats a plus.
The best character creation menu I can remember was star wars galaxies. Haha I can remember that blew my mind when I saw it the first time - just the way you could customize the character ect.. I have been trying to think of a way to try and fake that in 2d as my machine does not have a dedicated graphics card it kinda rules out the current 3d model apps.
[youtube]https://www.youtube.com/watch?v=phB4-txo8VI[/youtube]
(start watching at 4 mins and 38 seconds to see the character creation.
But nostalgia being what it is, I notice that the swg interface is very text heavy.
Was thinking more along the lines of...
so each attribute has its own extra information that explains what it does in the game and why its important, what classes use it the most ect...
UPDATE:
So fast-forward a few hours.. whadayathink?
RPGs kind of have a rep of having some of the worst user interfaces and menu layouts of all games (outside of simulators) So I wanted to get the interface at least ok before moving onto the game. While nobody is going to play this its still useful to have a decent ui and menu system for future projects i think. I noticed that bad UI seems to follow game creators across projects.
With the weird issues I was having trying to get multiple libraries to work together I ended up focusing on the individual scenes. So stuff like the intro, outtro, menu scenes tended to come up first. Plus I figure if I can nail the menu and ui then I can use that with some tweaking across many projects so its got a lot of "bang for buck".
gauge style for stats, well its a bit cluttered - one of the interesting things with a traditional RPG is you have so many statistics to get across some how. You could take the route many classic RPGs did and just have walls of text and numbers (looking at you majority of 80s RPGs)..
Its like most of these games you end up learning the interface and not being able to use it naturally or with minimal clicks.
One thing I hated with games was useless busy work, I want to minimise that as much as possible (like having to manually select characters with abilities to apply a skill thats obviously needed - like for example the cleric healing people after combat assuming they have enough mana/prayers left.. why not just have the computer handle that for the player. Like who does not want to cure debufs after combat if they are able...
Seems that a decent macro system is needed but that will be a fair bit of work. But would be worth the effort.
Getting back to the character sheet/screen. Been thinking to splt it over a series of pages, so you get a breakdown of the characteristic and what it does in the game ect... I always found that lacking especially in things like skill trees. You end up either having to know D&D or be using a gamefaq to figure out how to allocate skills in a game. I figure that should be explained better by most games I have seen.
I guess the reason why these things usually don't get done is its a lot of work on a boring part of the project for most games. Nobody wants to be the guy that spent 6 months designing a character creation screen for a game that never got played.
Point taken about the tack meters - having slept on it I want to keep the circular theme but use something a bit more abstract more like you were looking at an information graphic. I figure that would be pretty cool and might have more of a chance of getting across the information more clearly to a player. Its also something I can do in inkscape, so thats a plus.
The best character creation menu I can remember was star wars galaxies. Haha I can remember that blew my mind when I saw it the first time - just the way you could customize the character ect.. I have been trying to think of a way to try and fake that in 2d as my machine does not have a dedicated graphics card it kinda rules out the current 3d model apps.
[youtube]https://www.youtube.com/watch?v=phB4-txo8VI[/youtube]
(start watching at 4 mins and 38 seconds to see the character creation.
But nostalgia being what it is, I notice that the swg interface is very text heavy.
Was thinking more along the lines of...
so each attribute has its own extra information that explains what it does in the game and why its important, what classes use it the most ect...
UPDATE:
So fast-forward a few hours.. whadayathink?