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 (: >>> >> >> >