Some UI suggestions
Posted: Mon Oct 03, 2011 7:26 am
I really like ToME's interface and Shockbolt's artwork is fantastic. I have a few suggestions that I'd like to see implemented in the interest of making the game just a bit more intuitive and accessible.
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It would be great if there was some art that's displayed when actors are under certain status effects so you don't have to mouse over an actor to see if they're still stunned or are regenerating, etc. I really like how frozen actually encases actors in a block of ice and it would be very helpful to have some kind of artwork displayed whenever an actor is under the other types of effects.
Please implement an option that prevents the game from automatically assigning points to talents upon character creation? It's a minor thing, but it's a little bit of a hassle to find and unspec the talents the game has chosen for me. I sometimes forget to unspec which often results in wasted talent points if I realize my error too late in the game (which can be as early as level 1-4).
The health bar drawn under actors' icons is not as useful as it could be because of the way it's currently drawn. Especially in the case of the player icons, it is extremely difficult to see because it is drawn behind the gold square that surrounds the player and the player's feet. Is there any way to make this more visible and easier to read? After a couple of days of playing, I didn't even notice there was a health bar for players (on-field) until my current game. Could they be made top-most and be drawn under the square or otherwise redesigned to be read more easily? The environment and other images can also completely obscure health bars, which would be rectified by having them draw on top of everything. Also, it'd be nice to have the option to display the actual numbers on the bar (i.e. "491/500 (+0.25)"), but that might require a larger bar. If it doesn't already, could the bar change color as the actor's health decreases?
Could we have an option to squelch all run feedback aside from when the player stops due to an item/creature/trap being nearby (and whatever other really important things that I may be forgetting about)? There are times when I travel almost exclusively by running which results in a ton of useless text in the game log.
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That's all I have for now. I'll bump this thread with more thoughts as they come.
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It would be great if there was some art that's displayed when actors are under certain status effects so you don't have to mouse over an actor to see if they're still stunned or are regenerating, etc. I really like how frozen actually encases actors in a block of ice and it would be very helpful to have some kind of artwork displayed whenever an actor is under the other types of effects.
Please implement an option that prevents the game from automatically assigning points to talents upon character creation? It's a minor thing, but it's a little bit of a hassle to find and unspec the talents the game has chosen for me. I sometimes forget to unspec which often results in wasted talent points if I realize my error too late in the game (which can be as early as level 1-4).
The health bar drawn under actors' icons is not as useful as it could be because of the way it's currently drawn. Especially in the case of the player icons, it is extremely difficult to see because it is drawn behind the gold square that surrounds the player and the player's feet. Is there any way to make this more visible and easier to read? After a couple of days of playing, I didn't even notice there was a health bar for players (on-field) until my current game. Could they be made top-most and be drawn under the square or otherwise redesigned to be read more easily? The environment and other images can also completely obscure health bars, which would be rectified by having them draw on top of everything. Also, it'd be nice to have the option to display the actual numbers on the bar (i.e. "491/500 (+0.25)"), but that might require a larger bar. If it doesn't already, could the bar change color as the actor's health decreases?
Could we have an option to squelch all run feedback aside from when the player stops due to an item/creature/trap being nearby (and whatever other really important things that I may be forgetting about)? There are times when I travel almost exclusively by running which results in a ton of useless text in the game log.
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That's all I have for now. I'll bump this thread with more thoughts as they come.