Author Topic: GUI Implementation  (Read 3694 times)

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Offline Zachariel

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GUI Implementation
« on: April 19, 2012, 05:04:14 pm »
The problem I could remember with current RPGWO versions is that there is a mana pool in modern worlds.

I suggest to design the GUI as modular as possible, meaning that there should be a CFG file in server folder
detailing the GUI modules in use. This enables to customize the outlook and functionality of the GUI
and caters to the multiple-themed nature of RPGWO.

All the GUI module screen real-estate data (location, size, transparency, etc.), functions, data and I/O should be stored in a separate GUI file.
Whenever a custom server script wishes to display something to the user, it makes a call to its' GUI module,
which has been previously loaded and may be inactive (hidden).

This means that server admins can easily edit and re-arrange their users GUI items by editing the CFG file,
which the clients among other things download when connecting to the server.

This also enables to remove unwanted GUI items such as Mana bulbs and/or skills, if the world theme does not need them.

Offline Naed

Re: GUI Implementation
« Reply #1 on: April 19, 2012, 05:07:44 pm »
Great idea.

Offline Greatest

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Re: GUI Implementation
« Reply #2 on: April 19, 2012, 05:31:55 pm »
would be great...it could even get rid of the blank 'magic defense' bonuses for modern worlds, or add a new type of bar if you want it
why does Fox keep cancelling good shows?

Offline Mickey Kudlo

Re: GUI Implementation
« Reply #3 on: April 19, 2012, 05:54:06 pm »
I guess a dynamic world deserves a dynamic GUI. I believe this is feasible.
You may have conquered my worlds, but I destroyed them!

Offline Mickey Kudlo

Re: GUI Implementation
« Reply #4 on: April 19, 2012, 11:09:02 pm »
It would also allow different setups per hardware. Like PC get one type while tablets get another since they have no keyboard or mouse, etc.
Plus allow players to modify/customize it as well.
You may have conquered my worlds, but I destroyed them!

Offline Mickey Kudlo

Re: GUI Implementation
« Reply #5 on: April 20, 2012, 02:54:50 pm »
I found some old GUI C++ code from my space flying sim game that I can use as a good starting point.
You may have conquered my worlds, but I destroyed them!

Offline Novibear

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Re: GUI Implementation
« Reply #6 on: April 20, 2012, 07:21:01 pm »
Could we see it?
I play on and off

Where'd everyone go!?

Offline Mickey Kudlo

Re: GUI Implementation
« Reply #7 on: April 20, 2012, 11:26:55 pm »
Could we see it?

Um, the GUI code or the space game? :)
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Offline Novibear

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Re: GUI Implementation
« Reply #8 on: April 22, 2012, 02:27:34 am »
Could we see it?

Both sound interesting to me


Um, the GUI code or the space game? :)
I play on and off

Where'd everyone go!?

Offline @@Admin Nash

Re: GUI Implementation
« Reply #9 on: April 22, 2012, 02:29:29 am »
Why did you just quote Mickey quoting you lol

Offline Zachariel

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Re: GUI Implementation
« Reply #10 on: April 22, 2012, 04:27:06 am »
Quoteception!

Offline Novibear

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Re: GUI Implementation
« Reply #11 on: April 22, 2012, 09:59:43 pm »
Quoteception!
Quote
Because I am not good at computer how did this get here.
I play on and off

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Offline Mongo

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Re: GUI Implementation
« Reply #12 on: April 23, 2012, 11:18:08 am »
I don't suppose it would be possible to go in the direction of a less invasive interface? People don't need to see their stats and paperdoll 24/7. Maybe section them off into different 'windows' and allow users to open and close them at will.
Shoop!

Offline Mickey Kudlo

Re: GUI Implementation
« Reply #13 on: April 23, 2012, 11:41:11 am »
I don't suppose it would be possible to go in the direction of a less invasive interface? People don't need to see their stats and paperdoll 24/7. Maybe section them off into different 'windows' and allow users to open and close them at will.

So basically a full screen view with drop down/pop up windows from buttons on top or the side? And ppl could move the window around where they want?
So, would have a inventory, armed, sill/attrib, magic, guild, chat, etc, windows?
Doesn't WOW have something like that? I seen it in other games too. Seems pretty standard and modernized.
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Offline Mongo

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Re: GUI Implementation
« Reply #14 on: April 23, 2012, 11:43:12 am »
I don't suppose it would be possible to go in the direction of a less invasive interface? People don't need to see their stats and paperdoll 24/7. Maybe section them off into different 'windows' and allow users to open and close them at will.

So basically a full screen view with drop down/pop up windows from buttons on top or the side? And ppl could move the window around where they want?
So, would have a inventory, armed, sill/attrib, magic, guild, chat, etc, windows?
Doesn't WOW have something like that? I seen it in other games too. Seems pretty standard and modernized.

Yeah it's pretty common. The windows don't necessarily need to be moveable but it's nice to have.
Shoop!

Offline Zachariel

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Re: GUI Implementation
« Reply #15 on: April 23, 2012, 03:20:16 pm »
Don't liken "common" with "boring" or "impractical".
If a certain form is used, it is because of its' effectiveness.

When you design the GUI, you have to assume that
RPGWO Reincarnate (V4) might gather a lot of feature
modules after some dev time and displaying a lot of
information at the same time to the player is impractical.

For example, when the gamestate is "peaceful" and the player
has full health (and/or mana), there is no point in displaying
the respective bulbs or bars.
This goes also for full inventory overview. There is no point
in displaying full inv or global chat during raging combat.
All combat-related items should be put to quickslots.
This frees up screen real-estate.

Same thing with item enchantment, char info, training, logs
and pretty much all other windows.
All windows should be quickly accessible by key combinations,
like T for "training" or C for "chat", etc.

Also, there should be a decent "default" setting for all window locations,
but players who need to customize should have the ability to do so.

« Last Edit: April 23, 2012, 03:22:33 pm by Zachariel »

Offline Mickey Kudlo

Re: GUI Implementation
« Reply #16 on: April 23, 2012, 09:53:37 pm »
Should both full screen and window mode be options?
And any/all available resolutions for that machine?
Or static size window and size?

I am thinking both and any/all.

The tactical map view will become larger but the player will still only be able to see so far. It would have basically an RTS view. Grayed out areas past their vision. The server would enfore it.
You may have conquered my worlds, but I destroyed them!

Offline Pokemon Steve

Re: GUI Implementation
« Reply #17 on: April 23, 2012, 10:07:37 pm »
The problem with going full screen with a tiled 2d game is that you either have to increase the viewing area, increase the GUI, use vector graphics, or stretch everything. For each of these situations their is a major downfall. What approach would you take?

Offline Zachariel

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Re: GUI Implementation
« Reply #18 on: April 23, 2012, 11:57:06 pm »
I got a huge 1600 x 1010 res monitor and if you are going to stretch a
short field-of-view in full screen, then this will make everything big-a$$
huge and weird.

Offline Greatest

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Re: GUI Implementation
« Reply #19 on: April 24, 2012, 12:40:21 am »
I would love to see fullscreen...and can we have the fog of war type thing instead of normal blacked out areas?  like if you know there was a tree there its there but grayed out(like how the minimap doesn't change til you walk by again) so we'd have areas we've never been in black, areas we've seen but are out of view in gray and current area displayed normally?  this would be helpful with remembering which door you came in, or remembering which room of your house you left something...I'm disorganized
why does Fox keep cancelling good shows?

 

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