From: Brian T. <bri...@ho...> - 2000-10-10 06:32:19
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All, I'm no artist, or coder for that matter, but I've been thinking about the interface. What it should be capable of and how it should work, please don't jump on me. I thought I'd add my 2 cents to this. I have attached the basic idea I came up with. The "jewels" represent buttons to access the chat box, the inventory box, the magical skills menu, and the nonmagical skills menu. These buttons merely activate the drawers, which I think could be made dockable the either the interface or the edges of the screen. For instance you press the chat button(say the red one) and the chat window pops out from the side of the interface, depending on which quadrant the interface is on the screen it'll pop out of the left or right, or once its out it can be dragged away from the interface and docked at the top or the bottom of the screen, regardless of where its docked if you hit the red button it pops up where it was last docked. For the skills menus I would use vertical drawers (like one for fire one for earth etc)with horizontal drawers for each ability that come out to reveal the individual skills for that ability, I see these as 64x64 icons. Again depending on where the interface is located will determine whether they pop out of the top or bottom of the interface, or they may be docked to the left or right hand sides of the screen for easy access, again the buttons activate them. The inventory window will be a larger screen,perhaps upto half the screen, with items and a mannequin for equiping and removing items from yourself or inventory, drop and drag with drag to the play screen as an possibility. On the interface is a center portion which can be used for the "seeing" ability(or wizards eye spell) that depending on the players ability will allow them to see where other characters are, again resolution is determined by how far the player can "see". The yellow lines represent the players line of sight(I see this as being a compass interface or "direction finding" part of the interface in the game) other things are possible on this interface as well. My only question is how or should we represent statistics to the players???? Do we have a stats screen or health meter of some type available during play, I think yes to this, have constitution represented by a bar, arc, or anything. I think that stats should be accessed by players only after death, perhaps, so that they can see how they were doing and correct themselves. I am not sure about during game play, hack-n-slash worries here. I'll work on more of the drawer type stuff if there is interest, I'm going to keep it basic (thats my level anyway) unless you think I shouldn't even be worrying about this (Miguel??). WEll thats my 2 cents, Brian Thompson |