[project1dev] Re: UI stuff

  • From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Thu, 29 Apr 2010 09:00:37 -0700

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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