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UI/interface improvemens

Posted: Fri Sep 16, 2011 11:19 pm
by marchewka
Some easy things:
- NPCs that are aware of PC presence, and those that noticed his location, could be marked as such either by different border colors and/or a tag in the description window

- skills that require target should be targetable at any tile. If there's no target there, noone gets hit. But then secondary effects of the skill might kick in. Would be useful for such skills as sweep (might target at empty space between enemies), rush, disengage, etc.

Re: UI/interface improvemens

Posted: Sat Sep 17, 2011 12:07 am
by tiger_eye
marchewka wrote:- skills that require target should be targetable at any tile. If there's no target there, noone gets hit. But then secondary effects of the skill might kick in. Would be useful for such skills as sweep (might target at empty space between enemies), rush, disengage, etc.
Rush and Disengage are perfect examples for why this wouldn't work. Rush is intended as an offensive move, and Disengage defensive. If you could jump anywhere with either of these, then you could use Rush to jump away from enemies or Disengage to jump towards enemies in any situation. This is not what's intended.
marchewka wrote:- NPCs that are aware of PC presence, and those that noticed his location, could be marked as such either by different border colors and/or a tag in the description window
Yes! This has been suggested before, and I like the idea. Okay, so let me try to fully understand what you would like to see. If you can see an enemy that can't see you (whether from asymmetric LoS, stealth, or invisibility), then the border could be yellow-ish. Were you also suggesting a different border if you're not the target of the NPC? For example, if you're in LoS of each other, but the enemy is targeting an actor that's not the player, then the border could be orange-ish.

What do other people think? Equally importantly, what do you think, DarkGod? This is something I could probably do, although it might be nice if somebody else picked out colors that even color-blind people can differentiate (and/or made the border pattern distinguishable).

Re: UI/interface improvemens

Posted: Sat Sep 17, 2011 12:12 am
by edge2054
tiger_eye wrote: This is something I could probably do, although it might be nice if somebody else picked out colors that even color-blind people can differentiate (and/or made the border pattern distinguishable).
Where's Yufra when you need him?!?

Re: UI/interface improvemens

Posted: Sat Sep 17, 2011 12:15 am
by Grey
I would suggest only the top line of their border change colour, as the whole border colour is currently used to differentiate between friendlies and enemies. Though this would still have issue with large tile enemies... Maybe the four corners would change colour/shape if the enemy is targeting you?

Re: UI/interface improvemens

Posted: Sat Sep 17, 2011 11:15 am
by Gliktch
Perhaps have 'unaware' monsters with a more basic 'corona' (I forget the correct design term for the selection/outline square), maybe just a double-line all the way around that is like what it has now in b33, but without the corners... and then add the corners when the monster has seen you or is on 'alert' ;)

There could possibly be extra cases (colours etc) for when you go invis or stealth or just far away and they can no longer detect you.. or it can just go back to normal 'simple square' mode. Does this idea work? No worry about colour-blind or -different users this way! 8)

Re: UI/interface improvemens

Posted: Sat Sep 17, 2011 11:26 am
by Zonk
Minor issue, but as the ESC menu is getting quite long..what if graphic mode and video options were merged?
Basically, put tileset/ascii choice and tile size in video ptions.

Re: UI/interface improvemens

Posted: Sat Sep 17, 2011 8:46 pm
by Aquillion
Please mark enemies that haven't noticed the PC; don't mark enemies that have.

Rationale: For most builds, you're almost never going to encounter an enemy who hasn't noticed you. It's silly to mark every single enemy for a berserker.

Re: UI/interface improvemens

Posted: Wed Sep 21, 2011 7:55 am
by marchewka
Good point there Aquillon!

Also, another possibly easy thing to do with positive impact on play:
when there's a name of the dungeon and its current level printed in the corner of the screen, that name should change colour/get underline/change otherwise whenever the player is on the last floor of the dungeon.
Reason being: you change strategy/play more carefully when you're at the "boss level", and its often easy to forget which one it is, unless you're a vet in this game.

Re: UI/interface improvemens

Posted: Wed Sep 21, 2011 2:34 pm
by bricks
There's a difference between "noticed" and "is currently seeing" that would be a helpful distinction for rogues, though it could simply be too much information.

Re: UI/interface improvemens

Posted: Wed Sep 21, 2011 2:52 pm
by reverend
Yes, I think Graphics Mode and Video Options should be merged. The two options in Graphics Mode don't really justify their own configuration screen.

Also, maybe boss enemies could have a different unit frame? Makes it easier picking them out of a bunch of other creatures.

Re: UI/interface improvemens

Posted: Wed Sep 21, 2011 3:07 pm
by Grey
Um, bosses do have a different frame - always purple.

Re: UI/interface improvemens

Posted: Wed Sep 21, 2011 3:29 pm
by reverend
Hm. I've got to pay better attention then. :oops: