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Re: [Adonthell-general] GUI Mockup questions


From: Andrew Phillips
Subject: Re: [Adonthell-general] GUI Mockup questions
Date: Thu, 28 Jun 2007 13:53:36 -0500

Thanks, Kai.

On 6/28/07, Kai Sterker <address@hidden> wrote:
They are kind of hotkey items. The idea is to assign usable items (or
spells or feats) to a key. They show up on the GUI and can be used
more easily without having to bring up the inventory or spell book.

I thought they were something like that.  

The original idea was to limit the number of hotkeys to two to support
gamepads with only a few buttons. But I guess we can decide on the
actual number when we get a chance to test how it works out. Right
now, two doesn't sound like much to me.

Indeed it doesn't, particularly since we're viewing special abilities as another kind of item. 

Anyway, the idea is to have a fairly unobtrusive GUI with only the
most important information visible all the time. I thought we had
already discussed this a lot, but I couldn't find much on the ML
archives. I think a lot of the discussion took place when we met in
Bad Godesberg (ah ... the good old times :-).) and it never really got
documented.

With this, I agree. I can think of a number of really good games that have been made less playable by their interfaces. Also, I'm jealous of those of y'all who actually go to go to those meetings.

From what I have seen on the ML, we came to the conclusion that it
didn't make much sense to specify the GUI as long as we don't know
anything about the game mechanics. We know those now
(http://adonthell.berlios.de/doc/index.php/Rules:Contents), but it
seems we forgot about the GUI afterwards ;-).

I guess we add that to the list, or hash it out now, since we're agreed on the rules and clean interface design?


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