Shiny, happy, buttons...
by Ted Southard · 06/04/2009 (1:24 pm) · 3 comments
Some of the things we've been kicking around in the dev meetings were how to present more information to the player during the game in a way that doesn't make their head spin. One thing we came up with was a nice circular timer that shows the casting and recovery times for the actions pressed, and I made a quick video of the testing of those new buttons last night and threw it up on YouTube. Check it out:
Mmmmmmmmm...snazzy... Looks better when viewed in HD, though...
Also coming down the pike is the additions of the Action Queuing system, and the Macro System. As buttons get clicked to execute actions, the actions will be fed into a queue that processes them in turn until the queue is either empty or the player cancels the queue. The player will also have an opportunity to create macros of actions to use in place of selecting several actions, and those macros can also be queued in the Action Queue. The player also will have the ability to manage those macros in an editor, and the editor will notify the player when the macro being created or edited exceeds the Endurance, Focus, or Ammo that the player has available to them. Should the player save that macro and use it, the macro will cancel once the player is exhausted.
In other news, I also submitted some older GUI artwork in the Resources section, so if you need buttons, healthbars, or other stuff, go and download it.
Mmmmmmmmm...snazzy... Looks better when viewed in HD, though...
Also coming down the pike is the additions of the Action Queuing system, and the Macro System. As buttons get clicked to execute actions, the actions will be fed into a queue that processes them in turn until the queue is either empty or the player cancels the queue. The player will also have an opportunity to create macros of actions to use in place of selecting several actions, and those macros can also be queued in the Action Queue. The player also will have the ability to manage those macros in an editor, and the editor will notify the player when the macro being created or edited exceeds the Endurance, Focus, or Ammo that the player has available to them. Should the player save that macro and use it, the macro will cancel once the player is exhausted.
In other news, I also submitted some older GUI artwork in the Resources section, so if you need buttons, healthbars, or other stuff, go and download it.
About the author
Started with indie games over a decade ago, and now creates tools and tech for games. Currently working as a contractor for startups and game studios.
#2
06/04/2009 (4:45 pm)
Looks nice, definitely an improvement since I last saw it at San Fran GDC. :) 
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