New UI?

Everything about ToME 4.x.x. No spoilers, please

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Does the new UI feels/looks polished enough

Yes
8
50%
No (explain why in a post please)
8
50%
 
Total votes: 16

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getter77
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Re: New UI?

#31 Post by getter77 »

I also had to throw in a "No" for pretty much the same reasons that others have listed above----especially the likes of the resize bug or bugs that have remained steadfast in their haunting thus far.

ToME 4 is brimming with potential to make a big splash indeed, hopefully in an iconic and significant sense, when it finally arrives with all due fanfare. As such, it is wise to be ruthlessly vicious in terms of polish, ease of use, etc so as to magnify all that is has going for it. Usually, you only get one, "beta over/final version" to work with in terms of public perception and all----gotta make the most of it.

This release certainly advanced the game along a great deal though----no doubt about it.

Fletch
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Re: New UI?

#32 Post by Fletch »

i did have another bug where after i died i was trying to read what had happened but the time and day just kept passing quickly and filling up the message history. haven't been able to replicate it though

Repton
Archmage
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Re: New UI?

#33 Post by Repton »

If you try to use an item that you have more than 9 of, the dialog box is too small (see attachment, in which I have 10 scrolls of identify).
Attachments
tome-inv.png
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darkgod
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Re: New UI?

#34 Post by darkgod »

Good feedback thanks!

For next beta you'll get:
* fixed inventory bleeding (hopefully ...)
* tooltips over all items of the character sheet
* tooltips over all items of the left sidepane
* stats in the left sidepane (over 2 lines instead of 6)
* hp warning by making the screen glow red

Happy ? ;)
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Taxorgian
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Re: New UI?

#35 Post by Taxorgian »

DG, could you also give tooltips when mousing over the options from an escort quest? Some of the options sound almost the same but with hugely different outcomes (particularly for classes you haven't unlocked yet).

Teber2
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Re: New UI?

#36 Post by Teber2 »

i never doubted DG, and as to comments: we're still in the beta phase arent we?
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edge2054
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Re: New UI?

#37 Post by edge2054 »

Taxorgian wrote:DG, could you also give tooltips when mousing over the options from an escort quest? Some of the options sound almost the same but with hugely different outcomes (particularly for classes you haven't unlocked yet).
Seconded.

Susramanian
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Re: New UI?

#38 Post by Susramanian »

edge2054 wrote:
Taxorgian wrote:DG, could you also give tooltips when mousing over the options from an escort quest? Some of the options sound almost the same but with hugely different outcomes (particularly for classes you haven't unlocked yet).
Seconded.
Thirded.

I've got a couple more things to add to the UI wishlist

1) A more organized inventory. There have already been suggestions for scroll and potion containers to help organize, and those would be great. Maybe there could also be display options. Right now we've just got a potentially gigantic list of items which runs out of keys for selecting items. A command to change inventory display modes would be great. Say the command is Tab. Hit Tab when the inventory is open to break the display up into pages by type; one page for potions, one for scrolls, one for weapons, one for armor, one for gems, etc. Hit Tab again and the pages are sorted by ID status; one page for UNided items, one for IDed items. Hit Tab again and the pages are sorted... some other useful way. Tab again brings you back to the huge list.

Another good tool for organization would be to display the inventory as a table:

Code: Select all

Item name                       Total Encumbrance                 Value                 Type
--------------------------------------------------------------------------------------------
2 potions of See Invisible             .4                        Whatever              Potion
Clicking on 'Total Encumbrance' resorts the inventory list according to encumbrance. Helpful for figuring out what to drop to free up space. Same for Value. Maybe only have Value show up for an item if you've visited a shop while in possession of the item. Clicking on Item name sorts alphabetically. Clicking on Type sorts it as it does currently. Anybody who uses an OS with a GUI will feel right at home.

2) More color-coding of items. After identifying a pack full of loot, it would be nice to have more detailed visual cues for general item quality. We want those Robes of Power and Elemental Greatswords to stand out. I suggest going with a color scheme that many other games currently use: blue items better than green, purple better than blue. And artifacts, of course, are yellow. To determine display color, check the item's ego(s). An item is displayed in blue text if it has one of the greater egos (X of wizardry, Elemental X, etc.). An item is displayed in purple text if it has two greater egos. I don't even know if that's possible right now. I'm not sure what new egos got added. We'd of course have to classify ego types as lesser or greater, but I don't think that would be problematic.

Final Master
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Re: New UI?

#39 Post by Final Master »

More colors would be a definite plus. Being able to tell the color difference between bears and insects would be superb. Bee Swarms vs Hornets Swarms are very very different to a low-mid level character.

The top row of the screen keeps disappearing too during gameplay. Especially if I exit a game, then load a new one. It drops the top row of the game screen and that gets (sometimes) replaced by the notification bar at the top.

It still sometimes skips directional commands, not always during slow down either. In the overworld map it is always the case, I have to double tap whether it is saving or not.

Stat distribution due to race/class in the description at character generation would be amazing.

Eventually having a readme or in game help/tutorial file/location before full game release would certainty help those that are new/haven't played T4.

Oh, and this one bothers me to no end. I don't know if it's because I have sensed the item, or I have seen it but it is not out of los; but not being able to 'l"ook or target an item to see what it is (especially potions/scrolls) or being able to mouse over it and get information other than just terrain is a real bother. I really want to know if it is worth venturing over to a part of the dungeon to get that ? that was seen for just a turn or not.

I'm sure I'll think of others, but it is very well done and definitively has a polished feel to the UI DG.
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edge2054
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Re: New UI?

#40 Post by edge2054 »

Final Master wrote:
Oh, and this one bothers me to no end. I don't know if it's because I have sensed the item, or I have seen it but it is not out of los; but not being able to 'l"ook or target an item to see what it is (especially potions/scrolls) or being able to mouse over it and get information other than just terrain is a real bother. I really want to know if it is worth venturing over to a part of the dungeon to get that ? that was seen for just a turn or not.

I'm sure I'll think of others, but it is very well done and definitively has a polished feel to the UI DG.
Yeah, sense will do this. However when sense is active you can mouse over everything and know what it is, i.e. cast sense and check out everything that you're sensing while it's going.

Graziel
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Re: New UI?

#41 Post by Graziel »

  • Do something about tooltip overlaping target when in bottom right corner
  • In graphic mode you could add some target color (blue?) in tactical mode when it goes for items ( i can sometimes barely see them )
  • You could add color in tactical mode(voilet?) for boss in graphical mode(for now Bill)
  • When in "play a new game" you select any module, then select other module before enterning char name "Enter your character's name?" and THEN getting to previous menu the dialog doesnt disappear
  • I think it should be needed to identify artifacts only once in playtime - you can just remember their unID'ed name and you already know what it is
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Grey
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Re: New UI?

#42 Post by Grey »

I think it's a great interface already, and certainly quite sufficient for a proper release, but I would make the following suggestions:

- Support for widescreen resolutions on fullscreen.
- Program should remember manual resizes of the game window. The defaults are few and resizing every program start is a nuisance.
- The in-game menu (activated by the escape key) could do with listing some other popular menus, in particular inventory, character screen and levelup screen. This is handy for newer players still learning the keys.
- Have '?' activate the in-game menu as well as the escape key. This is a standard help command in many games, especially roguelikes. It's really not obvious how to access the menu, and most new players will instinctively try pressing '?' for mor information.
- Customizable windows would be nice. Being able to change the layout, sizes and positions of the message/map/abilities, maybe even adding the inventory docked to the side if desired. Not essential, and probably a bugger to code, but in the long term it may be a good feature to have.
- Scroll bars on the talent screen. Would make mouse navigation of the list easier (currently up and down arrows are needed), especially on smaller screens.
- New talent trees should have a short description to them, or at least a list of the abilities they unlock before you actually unlock them.
- Messages and tips should list customised keys instead of defaults (for instance, when levelling up it tells you to press 'G', even if you've changed the level-up key to something else - there are other examples I've noticed here and there).
- When targetting a monster with an ability one should be able to tab to other targets in sight. Currently I don't know of any way to switch targets without the mouse.

I don't think any of these are important enough to hold back from an official release, and none are particularly buggy. There are more pressing matters to attend to I imagine, such as the odd artifacts that appear when switching display modes.

Repton
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Re: New UI?

#43 Post by Repton »

Graziel wrote:
  • I think it should be needed to identify artifacts only once in playtime - you can just remember their unID'ed name and you already know what it is
Not for all of them :-)

greycat
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Re: New UI?

#44 Post by greycat »

Grey wrote: - New talent trees should have a short description to them, or at least a list of the abilities they unlock before you actually unlock them.
You can use the left arrow (or right mouse click, I think) to un-learn the talent tree, as long as you do so before you leave the 'G' screen. So, you can check each one out safely.

Repton
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Re: New UI?

#45 Post by Repton »

greycat wrote:
Grey wrote: - New talent trees should have a short description to them, or at least a list of the abilities they unlock before you actually unlock them.
You can use the left arrow (or right mouse click, I think) to un-learn the talent tree, as long as you do so before you leave the 'G' screen. So, you can check each one out safely.
Also you can hit '+' to expand the tree regardless of whether you have learnt it.

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