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IceBlinkEngine.com • View topic - Engine Ideas/Suggestions

Engine Ideas/Suggestions

Report any bugs or ideas/suggestions that arise during testing of the Alpha Build Version 1

Re: Engine Ideas/Suggestions

Postby youngneil1 » Thu Dec 27, 2012 6:28 pm

Hah, ninjas are cooler than pirates (obviously)!

Very nice layout, like it a lot. Perhaps one could add armor class to the top left corner pc list (besides HP and SP, in the tradition of our beloved old games). It shouldn't take too much space. Also additionally the PC whose turn it is could be highlighted here, too (or alternatively as such highlight is somewhat redundant compared to the highlight in the initiative list: colours could actually indicate status here, think: orange=burning, red=bleeding, green=poisoned, white=flashed/dazed, black=blinded, brown=knocked to the ground, pink=madness; grey=stoned, purple=dieseased, etc.).

Should the room on the right still be free to some extent, there could be something like character dependend favorite spells or skills (top five, freely assignable per character). More a convenience thing, but might be nice and save some (often repeating) clicking in sub-menus.

Edit: Love the subtle massacre of the "stay and fight button" ;-).
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Re: Engine Ideas/Suggestions

Postby Lurking Grue » Fri Dec 28, 2012 6:39 pm

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Re: Engine Ideas/Suggestions

Postby Lurking Grue » Fri Dec 28, 2012 7:28 pm

If people would like quickslots for spells/powers/whatever (for easy and fast choosing of the most commonly used ones and all that), this could be one way of doing it (pic below). Granted, this would require icons for the spells/powers, but a simpler version would allow just blank "windows buttons" there (in the same style as the command buttons in the pic), which would be named by the spell/power in question (problem: too long names would be cut off). Oh and while there are 8 buttons now, 10 would fit there easily too.

Image

I also revised the bottom left corner, adding two more buttons (toggles) which I think would be needed. One for showing/hiding facing and the other for removing smoke/mist/etc. graphics from the screen to see undeneath them (e.g. two of your PCs are in a smoke cloud, the graphics obscure them completely; press this to remove the obscuring smoke graphics and see where they actually are).

There's also ample room for even more buttons (if needed) as the environmental info box can most likely be deleted.

With this example, I used 9 combat command buttons, but more could be added if needed. There's room to be squeezed from the Run Away button! ;)
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Re: Engine Ideas/Suggestions

Postby youngneil1 » Fri Dec 28, 2012 9:56 pm

Ah, I hadn't thought about multiple conditions on the same char. Makes the colour idea indeed difficult to do.

I would additionally like a "turn counter" somewhere, counting how long the fight already lasts ("Combat round: 6"). Nice for victory conditions or juding how long effects still last, when the next reinforcement wave arrives, etc.

The field with environmental conditions could also contain the victory condition ("defeat all enemies", "survive 10 rounds", "Kill Bono, the dwarf with the too large, stinking armor", such stuff ;-)).

Good ideas about facing and smoke (overlay effects) - should both come in very handy.

Quick slots are great, too. To avoid icons (getting tired of drawing stuff here :-)), skills and spell names would do for starters. As those - while broader - will take less vertical space, there still should be plenty of room.

But wait, first you slaugthered "stay and fight", and know you go down the family treee, threatening poor "run away" button? Sinister! ;-)
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Re: Engine Ideas/Suggestions

Postby Lurking Grue » Sun Dec 30, 2012 12:42 pm

Can't stop tinkering with the combat UI, sorry. Was struck with this idea just a moment ago and decided to do a quick mock-up.

Maybe have the top left corner, where the PCs are shown, use their small portraits instead of a list of names and have HP and SP be superimposed on the portraits. Like so:

Image

As an additional idea, the status effects affecting each PC could be shown on the top portion of the portrait as colored letters (green P for poisoned, red B for bleeding, white B for blinded - yes, could use same letters with different colors... but this could get quite confusing, quite fast, if not kept in check). Also, if a PC is stunned or unconscious, the word "Stun" or "KO" could be overlayed on the portrait, to show this PC does not get to act this round. (Note: I left the killed PC's portrait free of any extra text or effects, but it could be colored in red, or black & white, to show that the character has indeed bought the farm and is no more. Killed by death.)

Problem: If the party has more than 6 members, they won't/might not all fit there. (If it has less than 6 members, the portraits won't fill the whole area; it needs to be tested how to group the portraits so that it looks OK. I'd guess centering the portraits would look the best).
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Re: Engine Ideas/Suggestions

Postby youngneil1 » Sun Dec 30, 2012 1:01 pm

We need obsession for such a long time project, can't bite your teeth hard enough in here, gnarrrlll... ;-).

And it shows results -like the idea of the coloured letters for status effects (easier to remember than just colors, more possibilities, no need to draw icons, pfeww) as well as colors inidcating the zero points of SP and HP (the later indicating death or bleeding to death, depending on the system used by the adventure author, see discussion on death, injury, etc.).

If portraits (which are nice to have here, too, for ambience) should not fit, the same system could be used with just names and an addtional effect fields in each row listing the letters affecting this character.

For optimal readability of letters drawn on portraits (true even now for world map character portraits) a double coloured font (with border in separate colour than body) would be nice to have (see also Fonts thread).
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Re: Engine Ideas/Suggestions

Postby slowdive » Sun Dec 30, 2012 2:01 pm

The portrait suggestion can be done and should be done...I like it...plus all the other UI suggestions as well :D .

May take some time, but I'll get them in.
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Re: Engine Ideas/Suggestions

Postby Lurking Grue » Sun Dec 30, 2012 5:29 pm

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Re: Engine Ideas/Suggestions

Postby youngneil1 » Sun Dec 30, 2012 7:02 pm

It might be early inded, but I really like this UI vision for the combat screen in the back of my head now. A nice thing to look forward to.

Black & white picture effect with red "Dead" letters sounds very stylish (I have always been a fan of those film noir aesthetics mixed with some well measured red, did even do an ENB mod in that direction for Skyrim).
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Re: Engine Ideas/Suggestions

Postby youngneil1 » Sun Jan 06, 2013 5:08 pm

It woudl be nice if items of excatly the same type would be stacked in the inventory, with a number behind them indicating the number of items in the stack.
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