What did you do to the interface?!

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Re: What did you do to the interface?!

Postby Jaxzar on Mon Aug 08, 2011 1:16 am

Zaratustra wrote:Duplicate BURNDAYRAZ means having twice the chance of finding the fireball early when you need it.


At first I agreed with screeg on this one, but once I realized this, I changed my mind! I can't even remember how many dungeons I've lost as a mage due to BURNDAYRAZ being spawned in the last, unexplored dark corner.
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Re: What did you do to the interface?!

Postby FDru on Mon Aug 08, 2011 2:05 am

Jaxzar wrote:At first I agreed with screeg on this one, but once I realized this, I changed my mind! I can't even remember how many dungeons I've lost as a mage due to BURNDAYRAZ being spawned in the last, unexplored dark corner.


Upgrade mage tower, never have this problem again. I mean, when do you not want to have fireball absolutely immediately? :P
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Re: What did you do to the interface?!

Postby dislekcia on Mon Aug 08, 2011 6:35 pm

screeg wrote:Thanks for addressing my concerns. I was glad to see that some of the issues disappear immediately after the introductory dungeons. Still think you should consider the enemy/glyphs viewing inventory issue though. Perhaps you could (re)introduce a horizontal bar in the enemy view with just the inventory symbols?

Keep up the good work guys!


We're thinking about ways to enable shortcuts to casting. Right click menus have been mentioned briefly, in passing...

What keys (beyond the obvious F for Fireball) would you guys like to see being spell shortcuts?
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Re: What did you do to the interface?!

Postby Joshua on Mon Aug 08, 2011 9:35 pm

dislekcia wrote:We're thinking about ways to enable shortcuts to casting. Right click menus have been mentioned briefly, in passing...


Right-clicking to select spells would be very handy to reduce mouse travel. One advantage I see to having a persistent spell/Inventory bar would be to reduce the number of panel-switching (for example, if you have a full inventory and land on a glyph you want to pick up by converting a pre-existing glyph/item).

Probably the only times I will hover on/off an enemy would be when I have to calculate damage from Fireball, etc. This could be alleviated by showing exactly how much health a monster will lose from each attack/spell, but then this game wouldn't make us practice percentages. :P

As for the Android/iOS interface, a persistent spell bar might work better. Since there won't be a pointer to hover over the enemy with, you could make it so that clicking a tile could "inspect" it without moving/attacking it (maybe only for Enemy tiles), or there could be a persistent "Inspect" button. In both cases you would have to either select a different tile or toggle something off in order to see the Inventory in its current form, so a persistent spell/Inventory would cause less hassle.

dislekcia wrote:What keys (beyond the obvious F for Fireball) would you guys like to see being spell shortcuts?


I personally would rather use the 1-2-3 shortcuts instead of having to memorize 13 hotkeys for spells, so maybe there can be an option to choose your layout. But if you do add persistent hotkeys, please include the option to change them!

My optimal layout would be to keep the 1-2-3 spell shortcuts, but change the shortcuts for Health Potions (H) and Mana Potions (M). You could make the slots in the Potion Belt have their own hotkey (ZXCV etc.).
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Re: What did you do to the interface?!

Postby Tompen on Mon Aug 08, 2011 10:12 pm

It was good in the old version where potions didn't use up an inventory slot. I'd memorize the order I picked up the spells and it was always 1,2,3. In this current version, I feel like the spells keep moving around during play. I can't remember off the top of my head why this happens but I'm sure it's by design.
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Re: What did you do to the interface?!

Postby q 3 on Tue Aug 09, 2011 3:51 am

Since there's no general UI thread, I'll request here that the Absolution and Death Protection icons on your character graphic be made different from one another. I've mistaken one for the other, with deadly results, one too many times.
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