Sunday, November 4, 2012

UI Improvements

I know the UI is terribad (Hawtstuff and others remind me frequently :P). A complete overhaul to something sexy like WPF is likely not going to happen but I can continually make several changes as time goes on. Let me know what I can do to improve it for you all :)

9 comments:

  1. uhh... Noob question what's wpf?

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    1. It's the new way to design forms in .NET 4.0. Very spiffy but it's incompatible with a lot of what I have done thus far. If I could go back 1.5 years I would have used WPF from the start but alas it's a bit late for that.

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  2. A message log. The popups can be nice, i guess, but there is no way (that i know of) to read the information again after they go away.

    (Also, optional popups, please?)

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  3. 1- Make it easier to switch between travel and action buttons-- maybe with a keyboard command or something-- because constantly mousing to that one button on a high res screen is the most inconvenient part of the game. Even better, don't make us switch back and forth at all. There's more than enough screen space to fit everything in view at once.

    2- If an action costs money and I can't afford it, don't hide the button from me. Let me see that the option is there but I just can't afford it right now. That way I know if I should come back if I earn more money.

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    Replies
    1. I agree completely on your first point, i have been trying to make Taco do that exactly but i guess i failed, but if most people want to i guess we might be able to force taco xD.
      Although on your second point i can only agree to you half way, as doing that would remove the surprise element of the game, it would be nice to have it like that but if i am correct on this matter, the game was bugged in that matter, as in, if you didn't have the money and pressed the option you would still be able to buy the item/activate action.

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    2. If the game was bugged, isn't the right solution to fix the bug rather than remove the option entirely?

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    3. travel and action joined
      want want want :P

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  4. 1. Labeled hotkeys for every button and action. Ex: Attack (A)
    2. Make the hotkeys not depend on a numpad, works better with laptops
    3. Especially add hotkeys to battle actions!

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  5. I agree with one of the posts above regarding a message log. Sometimes I just miss what happens in that little box because I'm reading text on the right. Also, if I do something that triggers more text to appear in the message box as it is timing out I don't get a chance to see it at all.

    When I'm not familiar with the events of a certain area it requires me to hesitate more than I like between actions because I might miss something and end up with a surprise later (when did my skin turn obsidian colored?, etc.)

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