Player menu and inventory. Log #1

posted in Darthy
Published June 01, 2018
Advertisement

After setup of test scene and basic mechanics of animating character and adding few models I stared with player menu. Player menu is menu for access to inventory, stats of the character and to market/trading panel. It is ring type shape with sectors as buttons. This ring will always stay around characters head no matter what zoom ar angle of the camera. For the buttons I use own created shapes, the icons I downloaded from game-icons.net. Position of the UI element I dynamically change based on the position of the head pivot on screen using "WorldToScreenPoint".

player_menu.png.845352fdbd8635fd6e4059711160b8dc.png

Here's an video of player menu.

player_menu.webm

There is also devlog about how this player menu was created.

Inventory works similarly to the inventory in Skyrim, it will consist only the list of the items with the icons, names and the numbers of items. There is a panel on the right with item description and some action buttons. Also there are toggles on the top of the inventory for choosing what type of items to show in inventory. Item types in game are following; weapons, tools, armors, books, potions and gooods. The last one is favorite group for quick access to favorite items. There are added favorite marks to toggles to lock the item type panel so it won't hide after reopening the inventory.

inventory.thumb.png.80b5b7e3d480d2783f9b32ef95c325dd.png

Also the invetnory has devlogs on website. Here's the first one about creating the UI.

Visit Altos facebook page or devlog website.

See you in next log. Darthy.

 

1 likes 4 comments

Comments

Thiago Monteiro

Hey Darthy,

first of all, nice looking menus :)

I was wondering what was your reasoning behind how they are organized. Let me try to explain a bit better what I mean:

I have lately been conceptualizing an in-game menu system for an ARPG that I'm (oh so very slowly) making. I have the intention of supporting both keyboard/mouse and controller as input. For those, controllers radial menus work greatly. The Skyrim style, however, I'm not that convinced. In a game where you expect lots of items in the inventory, that might be a drag to scroll through everything to find what you want. So, some thoughts/questions:

1. Do you intend to support controllers? If not, might be wise to skip the radial menu and open directly the intended menus.

2. Have you thought about a search feature (as you type, things that don't match simply disappear)? 

3. If you want to keep the radial, perhaps it could be nice to have only your favorites there?

June 01, 2018 10:42 AM
Darthy
32 minutes ago, Thiago Monteiro said:

Hey Darthy,

first of all, nice looking menus :)

I was wondering what was your reasoning behind how they are organized. Let me try to explain a bit better what I mean:

...

Hey Thiago Monteiro,

thanks for the comment, I have to admit, this is first (constructive) critique I have recieved so far!

ad 1) To be honest, I have not thought about controllers at all, I focus on keyboard/mose input only. This game is click to move, so i cannot imagine using controller, maybe using controller joystick to navigate the character around environment, but as I said now I focus only on keyboard and mouse inputs. But of course there is the option to acces inventory via keyboard keys. The menu is just a feature I wanted to have in my game :)

ad 2) I have, but I did not implement it yet, I'm tweaking the inventory and I'am adding new features as I develop. And one of the features is to let player choose what panels he wants to have currently active, so if he would have a lot of items, he can just disable other panels. Also the amount of objects will be limited by weight (not implemented yet too).

ad 3) Favorites radial menu (F key) is on my list, but I am contemplating whether I should go for hot key menu (like in minecraft), or this favorite radial menu.

I dont like drag and drop inventory, so I went for this list type inventory, which is also kinda easier to implement in my opinion.

Thanks for reply, Darthy.

June 01, 2018 11:15 AM
Thiago Monteiro
55 minutes ago, Darthy said:

ad 2) I have, but I did not implement it yet, I'm tweaking the inventory and I'am adding new features as I develop. And one of the features is to let player choose what panels he wants to have currently active, so if he would have a lot of items, he can just disable other panels. Also the amount of objects will be limited by weight (not implemented yet too).

I meant something slightly different. I was thinking about a Search box where, for instance, if you type 'w', the list is restricted to wire, wood etc. This could be done within panel or globally.

 

57 minutes ago, Darthy said:

1) To be honest, I have not thought about controllers at all, I focus on keyboard/mose input only. This game is click to move, so i cannot imagine using controller, maybe using controller joystick to navigate the character around environment, but as I said now I focus only on keyboard and mouse inputs

It's quite possible. If I'm not mistaken, Victor Vran fully supports controller, despite being a Diablo style game, and it works great (according to me, at least). In any case, I was just curious why you have a radial menu when players have access to a keyboard. In a very short while, I'd think players would have memorized the key shortcut they use most, rendering this one extra menu useless. I'd be curious to know if players would keep relying on the radial menu.

June 01, 2018 12:17 PM
Darthy
27 minutes ago, Thiago Monteiro said:

I meant something slightly different. I was thinking about a Search box where, for instance, if you type 'w', the list is restricted to wire, wood etc. This could be done within panel or globally.

I understand what did you mean. The search filed is on my TODO list, but it is not implemented yet. The panel enabling/disabling is just another solution to keep order in inventory.

June 01, 2018 12:48 PM
You must log in to join the conversation.
Don't have a GameDev.net account? Sign up!
Profile
Author
Advertisement
Advertisement