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UI improvements

Posted: Sun Jan 09, 2011 7:10 pm
by eronarn
I've been playing TOME for about a week now and I have almost beaten it. Coming from Crawl, TOME is a significant step down in usability. Here are some improvements that would make the game a lot more user-friendly:

Spell targeting:

-Consider an enemy around a corner. With a single-target beam, or a multiple-target bolt, you have to aim 'past' it to hit it (or else it'll collide with the wall and end). With other spells, you have to directly target it, even though the path seems to go 'through' a wall. The targeting system should take this into account and display appropriate interface prompts.

-I'd suggest this color scheme: blue = will hit this target, red = will hit a wall first, yellow = will hit a non-wall target and stop there.

-For spells with a travel time, mark how far it will likely reach by turn 1/2/3.

Abilities:

-Abilities you don't have the resources to use should still show their cooldown numbers. AFAIK you can't tell in advance whether you can use them until you regain resources.

-The ability list can probably manage being two-column on larger resolutions.

-Item abilities should display how many activations they're currently good for - or if 0, they should display as (Current Charge / Charge Needed Per Activation).

-Mouseover on item abilities should display the item's stats, and the ability's information (range, etc).

-Use of other colors may be beneficial. For example, instant abilities could be cyan rather than green.

-Infusion hotkeys should be by slot. If you replace one, it should by default have the same hotkey that the old one did.

Inventory:

-Multi-drop/multi-sell, please!

-Drag-and-drop to equip, unequip, or drop on the ground.

-Possibly, item icons. There's a lot of text on that screen once you start finding double-prefixed items and it's frustrating to take in at-a-glance.

-Possibly, item categories ("rings", "maces") to make finding things easier. They're already sorted like this, but this would just make it clearer.

-Items with abilities should display that ability's information (range, etc).

Tactical interface:

-Damage popup text should be larger and fade away more slowly. Ragnarok Online has the right idea here: http://www.youtube.com/watch?v=TKdbEBSwcMw#t=45s

-The large "low health" popup is great. I think there might be a place for popups for critical hits, or for total damage done in a turn when you hit a large number of enemies, to give you a feel for how effective your character is currently.

-A way to examine the status effects (the way you can examine your own) on a monster - say, right click on it to inspect it as a focus-getting popup.

-Being able to scroll the player status pane. I play fullscreen on my netbook and only three lines of my buffs will fit, so I can't get info on the rest, as far as I know.

-It would be nice to have semi-transparent "floating" panes able to be placed over the viewport.

-It would be nice to have the ability to have multiple text boxes, and split channels across them.

-It would be helpful if certain status effects had an icon appearing next to the monster, different-colored 'brackets', etc. For example, some Corruptor abilities depend upon the target being diseased, and Doomed should know what they're Feed-ing on.

-Monster colors should be better differentiated. Orc soldiers, fighters, berserkers, and elite berserkers look very similar to each other.

-Monster glyphs should have a border around them (not sure what thickness, or whether white or black). They can currently become invisible if they're grey standing on grey floor. Even on some tile floors, they can be hard to spot. This would be a huge increase to legibility.

Character info:

-Some way to see how many lives you currently have left. Also, an announcement on level-up if you gained another life.

-An estimate of how "good" your stats are. This is probably contentious, but think of it this way: compared to many roguelikes, TOME is a number soup. It's easy to figure out how the resist/immune percentages work, but it's not as easy to figure out the way "spellpower" or "physical save" work. I would recommend having a canonical set of "average" values for given XLs displaying difference from that in a broad way.

-Mouseover on stats should display the effects contributing to them.

General:

-Better autotravel. Most of what stops it right now should only stop it once, and should do so on discovery (like a monster) rather than movement next to it. It should path over items, and avoid pathing over traps.

-Better minimap. The entrance and exit to the level should be a brighter shade (say, magenta). Items should continue to show up after you leave LOS, but be colored differently based on whether you can currently see them. Unopened doors should show up in a different color.

-Autoexplore. Lots of people complain that this isn't roguelike-like. They're right, and that's good. TOME is a very, very long roguelike and this would cut down on that length substantially by removing tedium.

-"Failure to do something" actions should consistently not waste turns. This includes bumping into walls, trying to pick up an item when there's nothing there, trying to use an item with no remaining charges, and probably more. The information to not take these actions exists, but would require extra steps to obtain. It is far better for user experience if it's just assumed that the player did not actually want to waste a turn.

Some of these might already exist, and I'm just not noticing them. If so, they may not be clear enough to new players.

Re: UI improvements

Posted: Mon Jan 10, 2011 2:18 pm
by gogis
I played DCSS too, but it's clunky in many areas aswell, actually :)

Alot of stuff is minor or unnesesarry? but i will sign under
eronarn wrote:
-Infusion hotkeys should be by slot. If you replace one, it should by default have the same hotkey that the old one did.

-Possibly, item categories ("rings", "maces") to make finding things easier. They're already sorted like this, but this would just make it clearer.

-Items with abilities should display that ability's information (range, etc).

-Damage popup text should be larger and fade away more slowly.

-The large "low health" popup is great. I think there might be a place for popups for critical hits, or for total damage done in a turn when you hit a large number of enemies, to give you a feel for how effective your character is currently.

-Some way to see how many lives you currently have left.

-Mouseover on stats should display the effects contributing to them.

General:

-Better autotravel. Most of what stops it right now should only stop it once, and should do so on discovery (like a monster) rather than movement next to it. It should path over items, and avoid pathing over traps.

-Autoexplore. Lots of people complain that this isn't roguelike-like. They're right, and that's good. TOME is a very, very long roguelike and this would cut down on that length substantially by removing tedium.

And I want also

- Item compare. Right-bottom area is not used when you look at item stats. If I examine new shiny waraxe, i want see stats of that dusty longsword i am using now.

And yes, autoexplore is godly :)

Re: UI improvements

Posted: Mon Jan 10, 2011 7:34 pm
by Sradac
-Infusion hotkeys should be by slot. If you replace one, it should by default have the same hotkey that the old one did.


this already exists.

Re: UI improvements

Posted: Mon Jan 10, 2011 8:16 pm
by Final Master
What the hell is auto explore?

Re: UI improvements

Posted: Mon Jan 10, 2011 8:30 pm
by eronarn
Sradac wrote:-Infusion hotkeys should be by slot. If you replace one, it should by default have the same hotkey that the old one did.


this already exists.
When I replace an infusion, the new infusion gets an auto-generated hotkey and the old hotkey is gone.
Final Master wrote:What the hell is auto explore?
It's from DCSS (not sure if other roguelikes have it). You press a button and it tries to navigate around the dungeon for you. It won't "finish" until there are no unexplored sections of the level. It stops if it sees a monster or an item.

Like most people I was skeptical of it when I first heard about it. It works very, very well in practice, and if implemented well it is quite efficient (only some percentage points less efficient than a 'perfect' human player in how many turns it takes to explore a level).

Re: UI improvements

Posted: Mon Jan 10, 2011 11:23 pm
by Sradac
I didnt like the auto explore, but I did love being able to "quick travel" in DCSS. made it so much easier to navigate to places you've been in the past. But ToME dosent have as complex of levels as DCSS does so its not really needed.

Re: UI improvements

Posted: Tue Jan 11, 2011 10:22 am
by marchewka
Autoexplore is GODLY. It gets a bit to get used to, but once you're past that, you're sucked in for your life!
Note - it does not relieve the player of the decision making process. It's just huge lowering of general tediousness (see the Maze - the ultimate AARGH WHY DID HE STOP RUNNING THIS TIME experience of lower levels).