tag:blogger.com,1999:blog-8180057442050237161.post2180147079115750166..comments2023-08-20T05:23:56.530+02:00Comments on Grand Rogue Auto - Graphical GTA Roguelike: GRA Dev UpdateEsKahttp://www.blogger.com/profile/18239689891140082452noreply@blogger.comBlogger3125tag:blogger.com,1999:blog-8180057442050237161.post-11719685780604442952012-03-03T13:40:22.906+01:002012-03-03T13:40:22.906+01:00Seen the beta .38 of ToME4 it's more a graphic...Seen the beta .38 of ToME4 it's more a graphical update than an UI overhaul tbh. It's nice and all but it doesn't change much regarding the subject at hand.EsKahttps://www.blogger.com/profile/18239689891140082452noreply@blogger.comtag:blogger.com,1999:blog-8180057442050237161.post-56373623240979633192012-02-18T00:22:58.968+01:002012-02-18T00:22:58.968+01:00Thanks for your comment.
Don't worry too muc...Thanks for your comment. <br /><br />Don't worry too much, I am very far from being fond of MMO'like systems. Like you said yourself, it's too cluttered, and make things hard to follow. The game being in a modern / near future setting, magic related spells and cool-downs are unlikely to become a major annoyance here anyway. Of course, players still have to take the environment into account, cover, smoke, fatigue, line of sight and so on. But that's something that should be easy to process as you'll see obstacle/smoke between you and your target and be able to look at your chance to hit anyway. In other words, what you see on screen should make your situation blatantly obvious. <br />This said, some sustained, and cooldowns effects may appear, but all things considered, we'll be *very* far away from any craziness we can see in MMO.<br /><br />Writing a relatively solid user interface for a game is something weird. Despite being relatively gifted and experienced with software / website UI development and despite being a gamer for more than 20 years, marrying those two things together isn't as easy as I thought it would. I can spot any UI related issue in a 3rd party program/game. But, in my game, it's way more difficult. The only explanation I can come by, beside laziness, is that I get so used to the controls while testing those that I get "immune" to the flaws. There's also purely technical setbacks, like the inability to add weapons to the action bar (at least right now), those are purely code dependent and will be overcome later.<br /><br />Anyway, I will look forward to the .38 version of ToME4 even if I don't really see what they could do apart from fixing the more or less critical bugs (like pressing I instead of clicking the inventory icon giving, sometimes, a corrupted inventory) and the very few redundancies.EsKahttps://www.blogger.com/profile/18239689891140082452noreply@blogger.comtag:blogger.com,1999:blog-8180057442050237161.post-50782323073018995692012-02-14T13:33:38.798+01:002012-02-14T13:33:38.798+01:00Sounds like things are heading in a good direction...Sounds like things are heading in a good direction indeed. Funny that you should mention ToME 4 as a thing to aspire to in terms of UI and whatnot, considering the eventually forthcoming Beta 38 is supposed to overhaul quite a bit of it, so you should definitely see what that brings.<br /><br />In terms of stylistic stumblings relative to it though, I would like to see you be able to avoid the "MMO Clutter" aspect that it has in terms of how insanely gigantic/distracting the skill bar can become with the sheer volume of cooldowns and general information overload that tends to distract from the gamefield proper. While a wealth of options is a good thing, there has got to be a more intuitive way of handling the constant presentation thereof.Brian Jeffearshttps://www.blogger.com/profile/15444299963610329817noreply@blogger.com