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Grotesque

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Everything posted by Grotesque

  1. "stash accessible anywhere" should be disabled on higher difficulty modes. You can change the difficulty mode midgame?
  2. If the game automatically puts items in my inventory, then frack no! What is this ****? "when you click on a corpse, it groups that corpse with all others within 3m. that's the only way corpse looting works now." so I guess its not an autoloot function. I can still choose individual items to pick up
  3. Also the ground spell markers I think will be changed/improved. Now aoe markers look like they're made in MS Paint in 10 seconds
  4. I hoped that this background would change depending on type of terrain/world map area/location. Dungeon, forest ,plain, coastal, mountain etc. backgrounds But I quickly abandoned such thoughts when everybody cried ouy how this project has no time (and money) for things of such finesse. At least tweak the idle combat animations and introduce desynchronized movement!
  5. I tried to find some .gif with a combat idle animations for two handed swords and dual wielding scimitars but to no avail. Does someone know a link or something?
  6. I really hope they will implement some proper combat idle animations and a desynchronized movement for party members. May we have an official response regarding these two issues?
  7. Does anybody know if that these suggestions will be implemented in the game at release? What I really like to see are the combat idle animations to be tweaked so the characters will hold their weapons and shields up! now that's the proper way to hold a shield!
  8. Glad to hear the crickets are still in. Movement should have been handled like in Torment: Tides of Numenera. If you click near, the characters walk. If you click farther away, characters run. And I don't even touch the subject of acceleration and deceleration while starting to run/stop running. But this walking business is nothing as bad as the synchronized movement the characters have now when running/starting to run. If I am not mistaken, Sensuki made a video about how BG handled this situation. This should be on their high priority list in my humble opinion.
  9. I"ve made a mockup based on your feedback and also made other variations.
  10. New icons for buffs and afflictions inside character portraits. Satin drapes adorning the weapons sets. New design for active chants indicators. Ten spells tiers buttons, the same as the grimoire. ___________________________________________________________________________________________ __________________________________________________________________________________________
  11. Whyyyyyyyyyyyyyyyyyyyyyyyyyyy? Why have a beatiful windowed UI and ruin it with popup windows inside there rather than full-screen in that window? I don't see it as a problem or ruining the main interface. They're complementing each other. Also there are a lot of other mouse hover popping windows during gameplay that have a functional purpose. On higher resolutions (1920 and higher) there would be a lot of dead space to fill all the view area (without redesigning from zero all the layout). Also is nice being able to see the contour of the grimoire and chanter's scroll - gives them form and makes them palpable.
  12. What is the best location for the active chants indicators? Left of right?
  13. One question; why... after making a beautiful UI, do you want to ruin it by launching the inventory and such INSIDE the window, rather than being fullscreen in that one .GIF. . I don't understand what do you mean. Please be more specific
  14. " [...] the log is a bit depressed so that the conversation and fight log tabs would not pop out and intrude the view area. also it gives a nice effect of variation by breaking the line and giving a larger view area on the vertical axis in the center of the screen where it counts most. And considering the log's height is to be player customed, you can bring it at any height you want, pixel by pixel. "
  15. The main UI reversed. The spells/abilities buttons being most used during gameplay, these buttons located on the left side of the screen offers better ergonomics for right hand mouse users. (?)
  16. You also want that this modular UI to look beautiful and the transition between modules to be seamless and visually pleasing? Because some things are just like in life: you can't have all of them if you don't have lots and lots of money (& time).
  17. Let's see first what Kaz will bring up to the table first. Maybe we'll all be blown away and after will view this mockup as ca-ca!
  18. You should make that proposition to the one that will mod this UI into the game
  19. Dear developers, would you please take that **** (DOF) out from the game or make it as an option at least?
  20. animation should have been faster; saving the GIF somewhat screwed that up The final state at full resolution:
  21. " [...] the log is a bit depressed so that the conversation and fight log tabs would not pop out and intrude the view area. also it gives a nice effect of variation by breaking the line and giving a larger view area on the vertical axis in the center of the screen where it counts most. And considering the log's height is to be player customed, you can bring it at any height you want, pixel by pixel. "
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