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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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    Yeah I'm going to have a button for the preview camera.
    However, it would be good to have some info about the terrains visible already in the default fullscreen view before having to press any buttons.
    Screenshots were already determined to require too much work and filesize to be implemented.

    Hmm...
    Got any ideas/suggestions?

    Yes, it did not exist in the previous map version.
    Furthermore, it is not a recreation of any existing system since I experiment to find the optimal way to create every element of the system.
    Just putting things into perspective for the sake of clarity.
     
  2. Kitabatake

    Kitabatake

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    Bumping the thread with more progress:
    [​IMG]

    The buttons are now super-shiny!
    Also, there's been more progress with the triggers so I assume that the system will be completely functional pretty soon.


    ToDo:
    • Buttons for game modifiers
    • Floating text or something to indicate selected Bot threshold, Kill limit, Life limit and Time limit.
    • Fix the layout
     
  3. xorkatoss

    xorkatoss

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    I think red color for the ones not used don't fit, IMO red color should be the disabled areas for certain games modes like battlezone

    example:
    When you choose Duel Arena Mode
    Red Color = Island, Boss Room, Battle Zone, Ship (the areas that DO NOT support this game mode)
    Purple Color = Jade Throne, Forest Pond, Void, Tavern (the areas that support this game mode)
    Green Color = the Current Selected Area (obviously)

    so that way you know which areas can be used when you select a mode,
    you could also use Teal instead of Purple color as it looks good aswell.
     
  4. Kitabatake

    Kitabatake

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    More progress!
    [​IMG]

    Game modifiers are now implemented.
    Modifier and area availability now depends on currently selected game mode.

    ToDo

    • Ability level selection
    • Team selection
    • Spectator mode
    • Terrain preview


    Thanks for the suggestion!
    However, I already have the colors in place.
    • Red = Deactivated button
    • Green = Activated button
    • Teal = Activated button (locked)
    • Black = Disabled button (not available)
    Also the sliders use Purple to indicate infinite value (such as infinite kill limit/lives/time limit)
     
  5. GIMLI_2

    GIMLI_2

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    looks fine! hope you can release it soon ;)
     
  6. Kitabatake

    Kitabatake

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    More progress!
    [​IMG]
    Round settings have been clarified a bit.
    Also a terrain preview button has been added (yeah gotta reposition it later)

    Here's how the round settings work at the moment:

    [​IMG]
    It's supposed to be as clear and fast to use as possible.
    Let me know if you have improvement suggestions or comments.


    ToDo

    • Ability level selection
    • Team selection
    • Spectator mode
    • Terrain preview

    Not much remaining now!
    • I'll probably do the ability level selection as one new "slider" so the host can select which level the abilities start on (0,1,2,3)
    • I'm not sure which way would be best to do team selection.
      • All players should be able to select their team.
      • Player 1 should be able to determine team sizes.
      • Player 1 should be able to change any player's team.
    • Spectator mode will probably be created as a third "gender" kind of.

    Let me know if you got any suggestions or comments regarding the systems current or upcoming features!
     
  7. Kitabatake

    Kitabatake

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    Time to bump the thread with lots of progress!
    [​IMG]

    Improvements:
    • Bot skill level can now be selected (1-3)
      • These skill levels haven't been triggered into the AI yet though
    • Amount of teams can now be selected
      (Coop, FFA, 2 teams, 3 teams, 4 teams, 5 teams, 6 teams)
      • Players will be automatically divided to teams accordingly
      • Player colors now reflect their team
      • Players can also switch teams by using the new buttons
    • Initial ability level can now be selected (0-3)
      • If level is set to 0, players will start with only defend, slash, and kick.
        Other abilities must be unlocked with skillpoints that are gained upon leveling.
    • Characters now display certain animations depending on the player's role
      • Kneeling character will participate but is not yet ready.
      • Standing character is ready to start.
      • Sitting character will spectate instead of playing the next round.

    ToDo

    • Ability level selection
    • Team selection
      • Still got to make it easier to switch teams
      • Player 1 must be able to change other players' teams
      • Player 1 must be able to lock the teams
    • Spectator mode
      • Got to actually code the spectator status into the game modes
     
  8. Kitabatake

    Kitabatake

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    During tests, some players complained that the buttons were too small.
    [​IMG]
    Game mode and modifier button sizes have been doubled to accommodate players with smaller screens.
    The settings buttons in the middle have no space to be increased in size so I hope they are visible enough for everyone.

    Also, it would be good if there was some way to tell the purpose of each modifier buttons without having to click them all to see the floating texts.
    If anybody has suggestions to improve this, let me know!
     
  9. TheWhiteWolf

    TheWhiteWolf

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    Damn mate, you should really make custom icons for game customization...

    And you could make a rectangular model which would wrap around selected game mode/map area/etc.
     
  10. Aeroblyctos

    Aeroblyctos

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    ^Actually right. The icons simply doesn't work well enough with each other. It's like thousands of themes altogether.

    These icons feel like randomly selected for the interface. It ruins the awesomeness of Game Mode Panel.

    Look at the ability panel for example. Just what!? An undead face, then a revenant, a weird naked man and finally a map. Ehh. Also, the coloring and lightning with these icons is so different it makes me sad.

    TLDR: You created an awesome Game Mode Panel but you ruin it by your laziness with adding random Blizzard icons.
     

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  11. Kitabatake

    Kitabatake

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    Hmm yeah, they are very uninformative at the moment.
    I wanted to avoid using custom textures for filesize reasons but I suppose it's the only way to make the buttons clear.

    The ability and inventory stuff are all leftovers from the previous system.
    I'll fix them at some point, I'm currently focusing on developing a new game mode.

    +rep and thanks for the feedback!
     
  12. Hell_Master

    Hell_Master

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    I do agree its very uninformative but some suggestions, how about when players point the cursor at the icons, a description box explaining that mode appears. Through this, it add some more art into this Fullscreen System you are making and not also that but it also makes your system informative enough for players to get known with.
     
  13. Kitabatake

    Kitabatake

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    After some experimenting, it appears that it is actually possible to combine item tooltips with working buttons directly.

    [​IMG]
    [​IMG]

    This should make the buttons clearer now.
    Also, if everything goes as planned, I should have version 0.99 uploaded towards the end of this week.
     
  14. Hell_Master

    Hell_Master

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    Ah great then, Kita. Just a minor suggestion then, I do think it better fits if that you make the icon shape to circle to fit and blend with the Circular button.
     
  15. Kitabatake

    Kitabatake

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    Actually, they are nearly circular attachments on the buttons (they are octagonal).
    However, since I use in-game icons as textures, they end up looking like squares because I can't really stretch the icon to the full area without making it look stretched or odd.

    I guess I could make custom circular icons for all the game modes and modifiers.
    It would only result in around +80kb increase in map filesize for all of them.
    I'll need to consider this...