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rjshae

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Everything posted by rjshae

  1. Evidence of a rat living on Mars, provided by UFO Sightings Daily: Apparently NASA mistook it for a rock.
  2. ^^^ Err, you deliberately chose an example where the gap makes less sense? But what if the icons were moved over the portraits and the controls at the right were moved to the top of the screen? Now you have a case where filling in that gap is unhelpful. Most of the action takes place in the center of the display, both horizontally and vertically. So that's a good place to maintain visibility of the view.
  3. Some participants seem to prefer larger icons and portraits while others like them smaller. Perhaps then they could make 2+ different sizes of the same interfaces available? An enlargement option would then also help the visually impaired. An alternative would be for the features to change size as the mouse rolls over them.
  4. The dialogue system in SoZ worked primarily because of the different conversation skills in D&D: bluff, diplomacy, and intimidate. From what I've read, Josh was leaning against using skills of this type in P:E conversations.
  5. I'm not sure I understand your perspective. Perhaps you could clarify? For me, I would think that most (>90%) of the players attention will be focused on the middle of the viewing area, so having the controls and status displays in the corners helps to unclutter the UI. An uncluttered look is one of the essential elements of UI design: just showing the user what they need to see without having distracting features.
  6. Laser pointers? Birds at a high altitude? Drones? Perception can be a tricky thing, particularly at night; what you think are sudden stops and starts may just be caused by the viewing angle and a lack of depth perception.
  7. Superlative! This is by far my most favoured design of the ones I've seen. Give me the ability to expand the text box into the middle of the screen for dialogues and I am sold. I have to say this is the first one I've seen where I wouldn't actually mind playing the game with. Yes some of the others are esthetically pleasing, but this one is balanced, functional, and doesn't distract from the scene. I guess the round circles with the gears are meant to be the control button icons?
  8. I'd like to see what happens if the cheesecake factor in a game only becomes available via DLC. Would the consumers pay extra for it?
  9. Ranger/rogue/shadow dancer in SoZ was pretty sweet. But I usually enjoy playing the druid class in NWN2.
  10. In level design, there's an art to light placement that is a consideration. The purple (and barely visible pink) sets it apart from the surroundings in a way that red, yellow, or blue probably wouldn't. It successfully communicates something about the activities there, so for me it works. No offense intended here, but should they change things in order to satisfy somebody who evidently has played entirely too many games and has become bored with certain common motifs? For every such player who is bored, there are probably two others that are new to the genre and would enjoy it.
  11. When you post this, it would be very nice if you could accompany the image with a few designer notes to explain the benefits of the new layout. Thank you!
  12. If this were a real world energy generator that is outputting as a black body radiator, I might agree with you. But apparently it's not. Ergo, purple is fine and there's no reason they need to follow real world physics.
  13. Ooo... an evil underground lair for a mad natural philosopher. Looks very nice. Thank you for the update.
  14. Guess I'm easily amused...
  15. Well all I can add in reply is that the modder community has been doing a fine job of enhancing the capabilities of the NWN2 toolset. Many well-crafted tilesets, placeables, icons, creatures, equipment, and character skins have been made available on the NWN2 Vault, and this is continuing to expand with the recent addition of models and placeables from the Witcher. Other enhancements include improvements in the AI and the implementation of fog of war. The work on the BGR has been remarkable for the amount of sheer time and labor involved by just a handful of people. For another example of such work, see here: http://dragonlancenights.com/ Just sayin'.
  16. Yeah, limiting the Wizard spells available at level up would be a nice start. Perhaps choose three spell themes studied during your apprenticeship, then that determines your level-up selection. Anything else you need to find in old tomes and study (I.e. carry the book around for a level).
  17. Looks like it does do near infrared, so that'll be useful.
  18. Baldur's Gate Reloaded is about to go live... http://social.bioware.com/forum/1/topic/167/index/3120312/51#16801107
  19. A 0.2m aperture? Err... whoopie.
  20. I like it. Definitely one of the more polished-looking mocks so far. That said, the button locations will lead to mouse chasing. Move them around a bit to make it more usable and it'll be much improved. If the sidebar extra space bothers, one thing you could do is increase portrait sizes. The lighter bar along the bottom does less to draw the eye downward, so that's a plus. Also purple and gold go together well. However, too much of the interface is effectively wasted space when all you're doing is exploring. The message window in particular bites a big gouge out of the view and is a complete mismatch to the remainder of the motif.
  21. I think we got that. But wouldn't it need to be four casters choosing the same spell and the same target? I.e. an unlikely event and hence not one that coding for would have a worthwhile payoff... unless there is some unique benefit to the casters doing so. Imagine a group of low-level enemy Wizards performing a ritual to cast a spell, but at a much higher level than any of them could do individually. That could prove a challenge to even a potent group of adventurers.
  22. In the IE games it was possible to expand the dialogue window so that you can read lengthy messages without needing to scroll repeatedly. It's not clear that you can do that here. Otherwise though it appears fine.
  23. Yeah, if you want to allow characters to do all the same things, you may as well use a point-based system. A class-based system is centered around the concept of making distinctly different characters. Sure, some overlap is okay--just not to a significant degree.
  24. It successfully communicated the intent, so it worked. There's no reason to be disappointed with normal non-verbal communication methods. You'd prefer purple with pink polka dotted light effects on the ground? Just trying to make sure I understand.
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