Comments: 7
gdpr-17473949 [2015-03-16 17:47:58 +0000 UTC]
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SquaredGlasses In reply to gdpr-17473949 [2015-03-16 22:07:39 +0000 UTC]
I'm glad you like it, but there are a two problems.
1 - Runescape 3 isn't the right kind of game; this is for a hypothetical product that will probably never exist.
2 - A clean, modern interface is never going to happen with the current game unless Jagex starts supporting custom interfaces (which I doubt they'll ever do), or the players start accepting forward-moving changes to the game.
In all cynical honesty, I think Jagex is more likely to give me royalty-free license to the Runescape IP to make this game than it is that the current playerbase will accept a modern interface. =L
I mean, players couldn't even accept the changes to the skillcapes that THEY voted on. =T
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NatalyaMarie In reply to SquaredGlasses [2015-03-17 00:34:26 +0000 UTC]
What do you mean not supporting custom interfaces? We have an entire NIS that was created 10 months after EOC's release .-. It may not be completely custom, but it's a HUGE leap from what was normal for 10+ years.
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SquaredGlasses In reply to NatalyaMarie [2015-03-17 07:28:22 +0000 UTC]
Custom interface files as in replacing the actual code and sources to get something other than what Jagex has already produced.
WoW allows this kind of functionality; like so:
www.wowinterface.com/addons.ph…
In Runescape, the in-game UI is stored in the game files. The client doesn't actually contain any in-game visual elements.
If you edit the game files and trick the servers into thinking you have the right files (as it will attempt and fail to authenticate changed files, forcing them to refresh), accounts you log in to using those smuggled edited files will be banned without question and without reprieve.
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NatalyaMarie In reply to SquaredGlasses [2015-03-17 19:48:52 +0000 UTC]
RS doesn't support that sort of thing because...It's not that sort of game and doesn't require highly customized interfaces. Throwing elder scrolls in the background and putting HP, ADR and whatever else around the area doesn't make it a better experience. Maybe I'll edit this again if I get the chance to view your concept.
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SquaredGlasses In reply to NatalyaMarie [2015-03-18 03:25:18 +0000 UTC]
You're either neglecting to read everything I write, or it's getting lost in translation.
So, nevermind.
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NatalyaMarie In reply to SquaredGlasses [2015-03-18 22:59:57 +0000 UTC]
I'll tear it apart as a normal concept - I didn't actually read the description and only read the comment.
It's dull and lifeless, it's missing numeral marks that should be there to give the player a sort of...Perception? Or understanding when things such as LP or run energy run out. As it is now, it looks like it belongs in a racing car game with things like acceleration and speed and what not. I think you should also maybe label or give ammo another section of its own. The numbers being there are kind of plain and boring.
Overall, the area that they're in and the labeling is nice, but it definately needs more.
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SquaredGlasses In reply to NatalyaMarie [2015-03-19 10:01:31 +0000 UTC]
Well, the description pointed out that both the hitpoints and run energy are shown in the UI in the top left as percentile bars, like most other games of the same style (Skyrim, Darksiders, GTA, Dark Souls, etc). I expanded the description to clarify some things, but I also added an optional numeric overlays to bar indicators to the list of items to include in the next version.
I don't understand the racing game thing. It's a clean-line interface style; it may be employed by a lot of racing games, but I don't see why you can't employ it in any other genre. It's as anti-skeuomorphic and modern as I could get it, because personally, I find UIs like Diablo III where it tries to personify hitpoints and magic through "orbs" really distracting.
I also don't get the ammunition popup being above the weapon popup being "plain and boring;" it's set up how I would set it up. Referring to the "clarification" I mentioned above, I meant to allow players the ability to move parent element groups around into different pre-determined corners, depending on where they like them. So I added to the list that the ammunition popup and the weapon popup were not of the same parent element group, and I'll include the ammunition being separated in the next version.
Thanks for the feedback.
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