Ember Report post Posted January 5, 2006 We have all at one point hear or said this phrase in our el time. So I was thinking why not make the Equip bar a little more obvious as to what it is like in these pictures. UnEquiped Equiped the coding for them is C -M H W-T-S P B Cape - Medallion Hat Weapon-Torso Armor-Sheild Pants Boots Its still all 8 slots just re aranged on a silhouette so theres no misstaking where you equip and un equip items Just to make the interface a little more user friendly for new players Emby Share this post Link to post Share on other sites
Aislinn Report post Posted January 5, 2006 Hmm actually funny you should bring this up, we were just discussing this very issue. One of the possible things we were looking at was identifying what the 8 little squares were, such as saying "Equip" over them like it says "quantity" over the numbers. This also looks like a nice idea, I'll send CK over to look at this when I see him, I personally have no clue if it's possible to code this. Edit: maybe instead of the letters you have, a little picture of a cape, sword, shield, etc... Share this post Link to post Share on other sites
ttlanhil Report post Posted January 5, 2006 (edited) personally, I'd really like the rag-doll method, where you have a picture of your char, and you drag-n-drop items on/off of them... then you have either a second window or squares off to the side for stuff like medallions (and rings and gloves, in the games I've seen it in) it's even more likely to be obvious to newbies, and because you don't scale it way down it'll be easier to use... but there may be a problem in drawing all the items, because you're likely to need to use the 3D version (the picture you see in INV window probably won't fit the character) ed: a problem that ust occured to me... the client has no idea what sort of item each is, so the server would probably have to return the slot number when you drop the item over your rag-doll or equipped area Edited January 5, 2006 by ttlanhil Share this post Link to post Share on other sites
Brom Report post Posted January 5, 2006 (edited) Ive always thought we should have something like this. Though I was thinking something more along the lines of a Tab in the inventory window. Here is a picture of an OLD CLASSIC RPG that I highly recommend playing called Castle of the Winds. In it they used a simple system that would take Programmers little time...I think. Something such as that, though I hope we can have some better graphics. The words say (For those that cannot read them...) Things like, Left Ring, Right Ring, Armor, Overgarment, Cloak, Mediallion, Weapon, Free hand, etc. Ugh, I still could use a good host. ;P Edited January 5, 2006 by Brom Share this post Link to post Share on other sites
Roja Report post Posted January 5, 2006 Well in the future we hope to have a rendering of your character in that place. and you just plop the stuff on the char there. Non visible things can be put in small boxes at the bottom or something. Share this post Link to post Share on other sites
Ember Report post Posted January 5, 2006 (edited) So something more like this? where the equipment is a new window sepreat from inventory? Edited January 5, 2006 by Ember Share this post Link to post Share on other sites
ttlanhil Report post Posted January 5, 2006 Well in the future we hope to have a rendering of your character in that place. as in draw the 3D version of your character, just as a front-on instead of from above? it'd work, but I wonder if it might be better to have a 2d version, so we don't have to do the character rendering again (and rendering an actor is one of the larger drains on the client, even if it's only one more) hmm. perhaps even a hybrid... each time it changes you render the 3D character and make a bitmap, then display that. the performance hit of one render each time you change what you're wearing wouldn't be bad, and you still get the look of one of the 3D actors (though without movement... which could look odd in the inventory anyway ) Share this post Link to post Share on other sites
vwpro Report post Posted January 5, 2006 yeh this would be super sweet Share this post Link to post Share on other sites
crusadingknight Report post Posted January 5, 2006 Hmm actually funny you should bring this up, we were just discussing this very issue. One of the possible things we were looking at was identifying what the 8 little squares were, such as saying "Equip" over them like it says "quantity" over the numbers. This also looks like a nice idea, I'll send CK over to look at this when I see him, I personally have no clue if it's possible to code this. CK found this himself. As ttlanhil said, the server protocol, and equipment storage structures would have to be changed to support this - currently, the equipment is just slots 37-44. Possibly, sending an extra byte with each item, which has bit-defines for which slots it will occupy. (Such as quarterstaff - EQUIP_WEAPON|EQUIP_ARMOR, etc.). Or whatever, as this is the server devs' area of expertise. Share this post Link to post Share on other sites
ttlanhil Report post Posted January 5, 2006 CK found this himself. As ttlanhil said, the server protocol, and equipment storage structures would have to be changed to support this - currently, the equipment is just slots 37-44. Possibly, sending an extra byte with each item, which has bit-defines for which slots it will occupy. (Such as quarterstaff - EQUIP_WEAPON|EQUIP_ARMOR, etc.). Or whatever, as this is the server devs' area of expertise. actually, I don't see why dropping a weapon on any of slot 37-44 shouldn't be able to result in it going to slot 37 (weapon slot. as an example) this is something that can be done asyncronously (client and server side) since old clients will only have the user a little suprised that it went into a different slot then the client devs just need to know the order of the slots this is unless we have the rendered 3D version (or a snapshot of same), because then you're drawing the picture as other players see it, and you no longer really have slots (you still do, to be able to remove items and such, but the user doesn't really see slots anymore) Share this post Link to post Share on other sites
Ember Report post Posted January 5, 2006 so ttl your saying dragging and droping the bon eon the feet would auto equip it in the hand on the pic (sorry trying to understand the idea) if thats so then =D *claps* Share this post Link to post Share on other sites
ttlanhil Report post Posted January 5, 2006 how I see it is an outline of the character (or drawn in, whatever). any time you drop something anywhere in that 'window', it will attempt to equip the item. then in that picture, the item is shown on the rag-doll. you can click the item in the picture again to pick it up if you want to remove it. so yes, you can drop a bone on your head, or a helmet on your foot, and it will be worn Share this post Link to post Share on other sites
Aislinn Report post Posted January 5, 2006 so yes, you can drop a bone on your head, or a helmet on your foot, and it will be worn Now that image is a good laugh! (I think she was asking if it will go the extra step and place the bone correctly on the hand and the helmet correctly on the head even though you drop it on the wrong body part. Obviously it will go to the right place on the avatar in the game, but will it on the inventory picture as well.) Share this post Link to post Share on other sites
ttlanhil Report post Posted January 5, 2006 yes, either the server tells the client where to stick it (eg helmet slot is number 47), or we're using a snapshot of the 3D model (which will look nicer, but be a bit harder to remove items from) either way, the rag-doll should be obvious and intuitive for all people Share this post Link to post Share on other sites
Ember Report post Posted January 5, 2006 Ok ya I am happy I like the way this is going its newbie user friendly and pretty much (if its its own window/or a click button on the invitory as in pic) self explaintory And yes what aissy said is what i was trying to say just droping it anywhere will equip it if its an equipable item Share this post Link to post Share on other sites
Entris Report post Posted January 7, 2006 I like the idea of a separate button for equiping items, this is a really good suggestion and very nice pics Ember! Share this post Link to post Share on other sites
Derin Report post Posted January 7, 2006 Good ideas! This is both useful and needed. Share this post Link to post Share on other sites
TAWoody Report post Posted April 10, 2006 Bump! This thread is exactly what I wanted to post on. Has there been any development on this since Jan?? Share this post Link to post Share on other sites
TriMoon Report post Posted April 17, 2006 (edited) So something more like this? where the equipment is a new window sepreat from inventory? I like this setup, the slots could be done differently if the maker whishes so, but the overall interface feel is nice! And i like the one-time render and re-show idea also... /me awaits implementation *edit* PS: Thats some weird number you put in there in the quantity screen ember lol Edited April 17, 2006 by TriMoonâ„¢ Share this post Link to post Share on other sites