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Working on Fullscreen systems

Discussion in 'Blades 'n Gore II' started by Kitabatake, May 31, 2013.

  1. Kitabatake

    Kitabatake

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    I'm currently working on a fullscreen setting selection system to replace the current clunky spellbook-based one.

    Current progress:
    [​IMG]

    Edit: More progress
    [​IMG]
    Yes, it's a mess at the moment but you should be able to get the idea.

    • Far Left: Game mode selection
      • I'll probably just include a button for each game mode
      • Currently selected gamemode will be displayed at the top of this area

    • Mid Left: Game area selection
      • A button for each available area
      • I might add a small screenshot preview image for selected area if the images won't end up taking too much filesize

    • Mid Right: Game modifier selection
      • Buttons to enable/disable any of the game modifiers

    • Far Right: Settings depending on currently selected element
      • Buttons for kill limit, life limit, teams, etc

    • Bottom: Character customization
      • The cloth behind the character displays players' team


    Note that the whole system is in a very early state; tons of changes will be made.
    Also, none of the terrain will be visible once the system is ready.


    Got any suggestions/comments/questions regarding the layout and/or elements?
     
    Last edited: Jun 1, 2013
  2. xorkatoss

    xorkatoss

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    • the curtains perspective looks a bit bad for players on the sides IMO
    • add something to the sides, a pillar would do
    • a ready button at top right of the screen might be good
    • perhaps add some sort of metallic frame in the outer part instead of using Boundary
     
  3. Almia

    Almia

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    For the Game Area Selection, I would suggest something like in Illidan(Evil)X's Mass Destruction, so that the players can have a preview in the area they want to select.

    The models looks scary(im referring to those warriors)
    You should have at least put a default face and head model.
     
  4. Kitabatake

    Kitabatake

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    Your suggestion is?
    The more up-to-date screenshot has the bottom sides covered.
    I'll still be experimenting with the textures for those though.
    Yes, a ready button is needed.
    I'll make the other elements first and then see where the button fits best.
    Yeah, more models will be added to cover all terrain.

    Gotta see how that is done.
    BnG already has a rotating camera preview for the terrains but it might be good to have screenshots displayed in the menu screen as well.
    I'll have to see if this takes too much filesize or not.
    Yep yep, they will all have heads in the finished version.




    Thanks for the suggestions!
     
  5. Almia

    Almia

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    If the screenshots is good then go for the screenshots,but the rotating map preview is good as well(how about an in-game GIF? XD)
     
  6. Hell_Master

    Hell_Master

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    You could try making instead of clicking modes, how about movement keys and just press enter to select mode and place.

    Also add some borders to the selection. It looks weird without borders.
     
  7. Kitabatake

    Kitabatake

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    Rotating preview is already in game and will remain there.
    The only problem with it is that while looking at the preview, you can't see the fullscreen menu.

    I was thinking of having both; screenshot in the menu, which could be clicked to view the rotating preview camera.

    BnG is a map for a PC game, not console.
    Clicking is much faster, smoother and easier.

    Yes, the top part is still pretty much completely unfinished.
    Buttons and borders coming soon.




    Thanks for suggestions!
     
  8. Hell_Master

    Hell_Master

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    I suggest add some borders like in buttons in Dialogs in each button in the Full Screen Options.
     
  9. Kitabatake

    Kitabatake

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    More progress:
    [​IMG]

    Hmm, gotta make the buttons wider and reduce the height...


    Yeah that's the plan.
     
  10. Hell_Master

    Hell_Master

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    Some of the letters are quite overlapping in the box. You should fix that =)
     
    Last edited: Jun 2, 2013
  11. PurgeandFire

    PurgeandFire

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    Looks cool. My suggestions are simply to make sure you check this in multiplayer, since I know most full screen systems can be prone to desyncs once you start to integrate GetLocalPlayer() in it.

    Also, if you are looking for a method on how to add icons, you may want to look into this:
    http://www.hiveworkshop.com/forums/...9130/?prev=search=CustomInventory&d=list&r=20
    Basically, you can use the imported base model, then assign it as a destructable. It has replaceable textures enabled so you can set the destructable texture to any icon you want. You may already know this, but it is a good tip for any full-screen developer since a lot of people resort to using images instead.

    Good luck on this! It's coming along well.
     
  12. xorkatoss

    xorkatoss

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    Well I'm sure that when you add the pillars on side and add somehthing above it to "close" it, it should be fine.

    I think that will take huge filesizes, because quality of the texture will have to be clear therefore it can't be compressed a lot, and there are 5-6 areas so emm...too much size >_<

    no we prefer them headless!
     
  13. HammerFist132

    HammerFist132

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    Mate I will be honest and say that so far it looks too cartoonish to me with all this colours. So far I like more old way.
     
  14. Almia

    Almia

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    Actually the curtains could just be one-color. Just to show who owns it,you might just show a floating text above the head which shows the player's name. Gamers don't care about the color.
     
  15. Kitabatake

    Kitabatake

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    Yeah, button sizes and precise layout is still work in progress.

    Thanks for the suggestion, gotta pay attention to that.

    Yes, I'm familiar with replaceable textures, I'll keep the suggestion in mind.
    I might end up using separate custom models instead of icons but we'll see how it turns out.
    I'm still sort of searching for a good style for the system and experimenting with textures. After that I'll shift focus to the actual buttons and functionality.

    That's true and having custom screenshots would also complicate the process of adding new areas to the map.
    Perhaps I'll simply have one button for previewing the selected terrain.

    Yeah, the colors do look a bit cartoony. However, they are there to indicate teams so they are too important to remove.
    I am planning to make team selection more flexible (the current system divides players to teams strictly according to their player number).

    Here's an attempt with toned-down teamcolors:
    [​IMG]
    I'll need to do some more experimenting with the textures.
    I'm not very convinced with the character platform and border texture choices.


    Btw. if any of you have good in-game texture suggestions for the screen elements (borders, buttons, etc), let me know!

    Also, as a reminder:
    The whole system is pretty much in experimental pre-alpha stage, which means that massive changes will happen before it is ready.


    Thanks to all suggestions!
     
  16. Almia

    Almia

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    The BackGround of the Fullscreen.
     
  17. Kitabatake

    Kitabatake

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    More progress:
    [​IMG]

    Brand new feature: Heads!
    Also changed character backgrounds to stone instead of cloth to see if it fits better.

    Hmm, the bottom corners and sides could perhaps be improved somehow. Got any suggestions?
    I think I can pretty soon start focusing on button design and layout.
     
  18. Hell_Master

    Hell_Master

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    Looks really good but the problem as I say are the letters are quite overlapping and also the border like shapes are blending in the BG in the down side.

    And how about make the units in the down side, the Swordsman play different animation IF THEY ARE UNITS though.
     
  19. Kitabatake

    Kitabatake

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    More progress:
    [​IMG]

    I'll probably use the round buttons also for modifiers.
    The bot threshold selection is now a "slider" kind of thingy.
    I might make kill limit/life limit/time limit selections in the same way.

    Note: The system is still an early wip; Button positions and minor details will be fixed a bit later.

    The floating texts are mostly placeholders. I'll fix the borders later.
    The swordsmen at the bottom are the exact same character customization units that have been used in current and older map versions.

    Thanks for suggestions!
     
  20. Hell_Master

    Hell_Master

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    Nothing to say, it really looks good now tbh!