[project1dev] Re: UI stuff

  • From: Matthew Freeland <mattthefiend@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Thu, 29 Apr 2010 11:50:52 -0700

In terms of Hotkeys/macro boxes one thing I've always loved seeing in the
past is key-dependent visible buttons, by default you see boxes 1-10 with
their assigned key imposed over the graphic, then when you press control,
shift, or alt it shows your other available abilities. If we plan on having
more than 12 abilities that need to be rapidly indexed I think that's the
way to go.

Alternatively there is also the page system, Shift+# goes through pages of
hotkeys that you can define... I'll make sure to include both in my drafts
as soon as get my art programy things reinstalled. :D

On Thu, Apr 29, 2010 at 11:44 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx> wrote:

> I am thinking along those lines too
>
> i think giving starting skills that make sense for the scenario instead of
> just thinking up starting skills is a good way to go.
>
> Basically in the first area (this is on the wiki page design too but this
> is condensed...) you..
>
> #1 - build up your town
> #2 - fight off trolls as they spawn from the forests and come beat on your
> people and town
> #3 - fight off the occaisional bat which flies in from over the mountains
> to the west
> #4 - lead your town to build near the troll huts and your towns people will
> destroy them like how in the original, they would seal monster spawners.
>
> After you grow your town enough you level up and the people should tell you
> something like they are running out of space and ask you if there's
> something you can do about the boulder to the west so they can get to the
> next valley over.
>
> You gain enough mana to cast the lightning spell when you level up (or you
> just gain the spell).
>
> #5 - you lightning bolt the boulder, which opens the pass but also opens up
> a hole in the mountain where tons of bats fly out of and plague the town
> (only decorative, they dont actually hurt the towns people... but the
> citizens run around scared as bats chase them or something)
>
> #6 - you fly down into the hole and we do our first person shooter game
> mode (that to be designed when we get closer!) and after that the town is
> free of evil and you can move to the next area, and return to this area
> later on to share tech from other towns, build up your population, etc.
>
>
> On Thu, Apr 29, 2010 at 11:29 AM, Kent Petersen <kentkmp@xxxxxxxxx> wrote:
>
>> I like your idea of using it in multiple ways without making it overly
>> complicated.
>>
>> Before I get into starting skills. What kinds of things will the player be
>> able to do in the first level? Maybe no starting skills are necessary and as
>> you go through the game you earn them (more like Metroid)
>>
>>
>> On Thu, Apr 29, 2010 at 11:25 AM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote:
>>
>>> Good question.
>>>
>>> Right now all i'm thinking is lightning bolt spell.
>>>
>>> The lightning bolt spell takes more mana that you start out with so you
>>> have to level up by growing your population to the "first level", whatever
>>> that may be.
>>>
>>> The lightning bolt's purpose story wise is that it can break the bolder
>>> in the mountains to open up the path to the bat cave etc.
>>>
>>> I'm thinking it can also be used as an offensive attack to kill enemies
>>> if you want to (maybe later there will be enemies who are nearly
>>> invulnerable to everything except a lightning attack for instance).
>>>
>>> Also there may be other things you can do with the lightning later on,
>>> such as break other rocks, use the electricity to charge an ancient machine,
>>> etc :P  (ie who knows... and we have lots of options)
>>>
>>> I was thinking maybe thered be a spell to seal monster lairs instead of
>>> having your citizens do it, but i dunno.. having your citizens seal them
>>> like in the original is kinda a neat mechanic cause it forces you to expand
>>> certain directions and stuff ::shrug::
>>>
>>> What are your thoughts on the skills we should start out with?
>>>
>>>
>>> On Thu, Apr 29, 2010 at 11:18 AM, Kent Petersen <kentkmp@xxxxxxxxx>wrote:
>>>
>>>> WoW style bar is good. What kind of starting skills are you considering?
>>>>
>>>>
>>>> On Thu, Apr 29, 2010 at 9:50 AM, Nick Klotz <roracsenshi@xxxxxxxxx>wrote:
>>>>
>>>>> Tonight I'd like to have the three of us discuss design.
>>>>>
>>>>>
>>>>> On Thu, Apr 29, 2010 at 12:43 PM, Alan Wolfe <alan.wolfe@xxxxxxxxx>wrote:
>>>>>
>>>>>> mine is green or brown :P
>>>>>>
>>>>>> ++ to what eric said about it not being about coming up with the most
>>>>>> spells possible, but coming up with whatever makes sense for our game (:
>>>>>>
>>>>>>
>>>>>> On Thu, Apr 29, 2010 at 9:08 AM, eric drewes <figarus@xxxxxxxxx>wrote:
>>>>>>
>>>>>>> mine is... brown? i dunno :P
>>>>>>>
>>>>>>>
>>>>>>> On Thu, Apr 29, 2010 at 12:07 PM, Nick Klotz 
>>>>>>> <roracsenshi@xxxxxxxxx>wrote:
>>>>>>>
>>>>>>>> My favorite color is gray.
>>>>>>>>
>>>>>>>>
>>>>>>>> On Thu, Apr 29, 2010 at 12:07 PM, eric drewes <figarus@xxxxxxxxx>wrote:
>>>>>>>>
>>>>>>>>> well its not just about coming up with more than 12, its about
>>>>>>>>> balance.  There's been a million RTS's with more units than 
>>>>>>>>> starcraft...
>>>>>>>>>
>>>>>>>>> On Thu, Apr 29, 2010 at 12:04 PM, Nick Klotz <
>>>>>>>>> roracsenshi@xxxxxxxxx> wrote:
>>>>>>>>>
>>>>>>>>>> I'm positive we can come up with more than 12.
>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>> On Thu, Apr 29, 2010 at 12:00 PM, Alan Wolfe <
>>>>>>>>>> alan.wolfe@xxxxxxxxx> wrote:
>>>>>>>>>>
>>>>>>>>>>> it is a cool idea though and gives a lot more options :P
>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>> On Thu, Apr 29, 2010 at 8:59 AM, Alan Wolfe <
>>>>>>>>>>> alan.wolfe@xxxxxxxxx> wrote:
>>>>>>>>>>>
>>>>>>>>>>>> if we have more than 12 spells that could work.
>>>>>>>>>>>>
>>>>>>>>>>>> We would just have to make sure it was really apparent to the
>>>>>>>>>>>> user how it worked (:
>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>> On Thu, Apr 29, 2010 at 8:54 AM, Nick Klotz <
>>>>>>>>>>>> roracsenshi@xxxxxxxxx> wrote:
>>>>>>>>>>>>
>>>>>>>>>>>>> assign a key that acts as a switch for the keys which will
>>>>>>>>>>>>> allow regular keys to switch into macro keys that can execute 
>>>>>>>>>>>>> several
>>>>>>>>>>>>> abilities at once, like, holding CTRL will activate the switch
>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>> On Thu, Apr 29, 2010 at 11:50 AM, Alan Wolfe <
>>>>>>>>>>>>> alan.wolfe@xxxxxxxxx> wrote:
>>>>>>>>>>>>>
>>>>>>>>>>>>>> I talked to Matt F aka Lord Wurmz and he's going to be working
>>>>>>>>>>>>>> up some rough drafts for our UI.
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> Basically what i had in mind is having a world of warcraft
>>>>>>>>>>>>>> style skill bar at the bottom of the screen.
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> Essentially just the bottom left 12 buttons from this
>>>>>>>>>>>>>> screenshot: http://img215.imageshack.us/i/retrineedpv7.jpg/
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> Each of the 12 buttons is bound to a key on the number line of
>>>>>>>>>>>>>> your keyboard (key "1" at the left, key "=" at the far right).  
>>>>>>>>>>>>>> You can
>>>>>>>>>>>>>> either press the hotkey to activate the spell, or click the 
>>>>>>>>>>>>>> button.
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> Each spell has a cooldown, and it will be reflected somehow in
>>>>>>>>>>>>>> the UI (like it will go dark right when you use it, then a radar 
>>>>>>>>>>>>>> style sweep
>>>>>>>>>>>>>> will show the cooldown expiring or something).
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> Not sure if 12 spell slots will be enough.  If it is enough,
>>>>>>>>>>>>>> we'll just put all the spells there.  If it isn't enough, we can 
>>>>>>>>>>>>>> make it so
>>>>>>>>>>>>>> the player puts the spells there that they care most about or 
>>>>>>>>>>>>>> something...
>>>>>>>>>>>>>> we can figure it out more later.
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> Besides the spell bar, we'll also need an HP bar and an MP
>>>>>>>>>>>>>> bar.
>>>>>>>>>>>>>>
>>>>>>>>>>>>>> So yeah, Wurmz is workin on a rough draft for that, just
>>>>>>>>>>>>>> wanted to let you guys know (:
>>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>>
>>>>>>>>>>>>
>>>>>>>>>>>
>>>>>>>>>>
>>>>>>>>>
>>>>>>>>
>>>>>>>
>>>>>>
>>>>>
>>>>
>>>
>>
>

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