HOMEGAME GUIDEMEDIAFORUMBuy Now!CRATE

Announcement

Announcement Module
Collapse
No announcement yet.
X
Conversation Detail Module
Collapse
  • Filter
  • Time
  • Show
Clear All
new posts

  • #16
    Huh artifact is 32x32 slot? Then those two are artifact slot maybe? And then we have another guess for square slot, what's that could be?

    Comment


    • #17
      That must be where the squares go!

      Comment


      • #18
        Originally posted by alexei View Post
        2 weapon/shield slot
        1 headgear slot
        1 body armor slot
        1 boot slot
        1 glove slot
        1 shoulder pad slot
        1 artifact slot
        1 belt slot
        1 amulet/trinket
        2 rings
        2 more small slot? Potion slot?

        Top right box - Character information
        Down right box - Extended inventory? Or new surprise?
        Just about got it - final 32x32 slot is for "medals" or various other ornaments that you can pin to your chest. We're hoping to be able to attach an in-game model to the chest armor for this. Right now we're working on a new system for armor where it swaps out that entire region of the body so you aren't wearing armor over a naked dude. This will eliminate issues where armor clips the player's body and will give us a lot more flexibility in terms of the look of the armor.

        Comment


        • #19
          For the tetris inventory it would be nice if you had gear take up the least possible number of spaces, like 1x1 and a 2x1, going into anything with 4 slots and above seems like it'll take up too much space.

          That's 84 spaces to fill up, but having items like 3x3 shields or plate is pretty large, lets see, if I break it down by the total number of objects a player can carry vs max slots taken up.

          Each one takes up -

          1x1 = 84 total slots.

          2x1 = 42 total slots.

          3x1 = 28 total slots.

          2x2 = 21 total slots.

          3x2 = 14 total slots.

          3x3 = 9 total slots


          I think? Unless I got my math wrong. Either way, the more objects I'm allowed the carry the happier I'll be.

          I wonder what the biggest size you guys have in mind is, also I do like tetris inventory, but I don't like bulky items that take up too much space.

          It's one of the things I hated about Diablo 2's tetris system, too many bulky items, standardizing it would have been much better in my opinion.

          Looks like a pretty good mockup though.
          _______
          Legendary Fan & KickStart Supporter

          Comment


          • #20
            Originally posted by medierra View Post
            Right now we're working on a new system for armor where it swaps out that entire region of the body so you aren't wearing armor over a naked dude. This will eliminate issues where armor clips the player's body and will give us a lot more flexibility in terms of the look of the armor.
            That would be really cool, while clipping isn't a particularly big issue (during combat at least), it would look a lot nicer when you're shopping/standing around.

            Originally posted by medierra View Post
            energy runs
            Is that a sci-fi equivalent of Bengal Belly/eating too much too hot curry/etc? Or a new, er, rear-facing AoE attack?

            As far as the pic is concerned, it looks like a fairly standard/functional inventory UI (even if it is just something you knocked up with some crayons). As long as the UI doesn't get in the way of playing, like S2's does with the stash/combo master (please let us have a fast way of moving stuff between inventory & stash, like shift-clicking or something, rather than having to pick up & move each item individually) I'll be happy.

            Comment


            • #21
              I dont mind the tetris system so long as each item takes up only one slot.
              medierra
              "When you play GD it will feel like being punched in the face by a drunk grizzly bear. Thats how awesome it is.

              ... wait is that awesome? ok, how about - its like you're drunk and a grizzly bear is punching you but... no wait... its like you're drunk, you punch a grizzly bear in the face but the bear is also drunk, so it just explodes into gibs."

              Comment


              • #22
                Originally posted by medierra View Post
                In all honesty, I apologize but I looked at some screenshots of DarN's UI and without a side-by-side I'm afraid I can't tell the difference. Are they just cleaned up / up-res'ed or is there actually new art?
                Because DarN's UI isn't really that awesome, art-wise. It's functional. The problem in F3 was that the lists were too small, the text, sometimes, too big, while there was a lot of space to expand. You were forced to scroll and scroll and scroll - during dialogs, equiping and using items, choosing perks, etc.

                Pretty much the same with Oblivion. It's there that you can say he actually made some art. But is it better, prettier? I'm not sure.

                Comment


                • #23
                  Originally posted by Llama8 View Post
                  Is that a sci-fi equivalent of Bengal Belly/eating too much too hot curry/etc? Or a new, er, rear-facing AoE attack?
                  Haha, wow, I couldn't have set myself up any better!

                  Comment


                  • #24
                    I think that one of the masteries/classes/whatever should be curry-based. There's so much you can do with it (fire damage, poison damage, blind, stun, debuff, it's all there). Hell, you could even have a skill that you cast on your pets (desicated coconut) to make them into walking bombs.

                    Comment


                    • #25
                      I have no objection against inventory tetris as long as it's mindfully made. I quite enjoyed the inventory management in resident evil 4 and deus ex, but I have a hard time answering whether I liked it in diablo2 and TQ.

                      I also have no objection to 1x1 items across the board. I don't think I've ever played a game without inv. tetris and found myself thinking "man, inventory management is really dumbed down, this sucks!".
                      Praise the sun!

                      Comment


                      • #26
                        Originally posted by medierra View Post
                        In all honesty, I apologize but I looked at some screenshots of DarN's UI and without a side-by-side I'm afraid I can't tell the difference. Are they just cleaned up / up-res'ed or is there actually new art?
                        Let me reinstall Oblivion and Pull up some side by side comparison pics.

                        Edit: You're absolutely right!

                        In 90% of cases its just a change to font, spacing, positioning, cleaning up the original images and upping the resolution. The effect is impressive and it makes a world of difference, but it uses damn near all of the original artwork as source.

                        I guess this is what happens when you don't play a game for few years, your memory of what was and was not awesome becomes a little hazy.

                        I withdraw everything I have said about UI's, chalk it up to someone remembering "The good old days" far too fondly.

                        My sincerest apologies, but hey... at least I was willing to go off and do the legwork for comparison pics instead of wasting someone else time. I still have them, but seeing as how this was a discussion about original artwork, and not font/layout it seems a little moot to post them.

                        This does give me a new appreciation for the artwork in Oblivion.

                        Egg on my face I tell you.

                        Last edited by Void(null); 03-19-2010, 05:32 PM.
                        After Void(null) left there was basically no point anymore...

                        Comment


                        • #27
                          Originally posted by Llama8 View Post
                          (please let us have a fast way of moving stuff between inventory & stash, like shift-clicking or something, rather than having to pick up & move each item individually) I'll be happy.
                          Regarding this, medierra, do you have any plans of implementing a sort of drag-box selection (like I suggested here http://www.grimdawn.com/forums/showthread.php?t=224)?

                          Just wondering.

                          EDIT: I've never seen another game do it, and I think it's a simple but effective way to move large amounts of items from stash to inventory or vice versa

                          Comment


                          • #28
                            Listening to some of the constructive feedback on the forum and nonsensical whining from Rhis, I decided to reduce the size of the chest armor and boots. Boots were just 2x3 so both sides would be somewhat symmetrical, so no real loss there. The torso armor I think will suffer a bit visually as the long overcoat pieces might end up looking kind of small. However, I think it is for the greater good and satisfies the original goal I had of normalizing equipment sizes so there were more ways to fit stuff together.

                            Here is rev2 of the char screen with a little aesthetic enhancement as well (or dehancement if you don't like it).



                            While it may look somewhat generic, or, I prefer the term, utilitarian I think one reason for that is that it is currently empty. It feels much more Grim-Dawnesque in-game with the character model in the center and will with items. Since we're packing in 4 extra item slots and a lot of additional inventory space into the same size UI screen as TQ, there just isn't that much room for decorative art.

                            Comment


                            • #29
                              You added depth and shadow, the rust and blood splatter, the extra beading to give all the lines a more 3d effect.

                              It looks really good, the whole thing now "pops" a lot more. I will say The blood is a little shiny, it drawn the eye to the center.



                              Were it not for the bloods lighter colored splatter, or were the blood cut back a little near the center point, then the decay would be more uniform and the eye would follow a more even line.

                              As an example:



                              Now the eye follows evenly down the image because its not weighted towards the middle cross so much.

                              Also, thank you for letting is see the creative process. Its really neat to see how you guys are evolving your ideas. The added detail to take two of the UI's really does add an amazing amount of character.

                              Edit: Fixed the garish white background for the text to be more forum friendly
                              Last edited by Void(null); 03-19-2010, 07:38 PM.
                              After Void(null) left there was basically no point anymore...

                              Comment


                              • #30
                                The only difference I can tell is that the dividing line between the inventory & the rag doll bit has shifted up a bit so that the two boxes are now below the line rather than above it.

                                Comment

                                Working...
                                X