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".
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.
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.
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?