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Making it Work: Inventory

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  • Mr2150Mr2150 Member Posts: 1,170
    That may be the case - but are we going to change that approach? With this discussion?
  • DanathionDanathion Member Posts: 173
    edited September 2016
    Mr2150 said:

    Anyway - I'm off to bake that cake now... Anyone got any ideas how many eggs to use based on that picture? Nope... me neither ;)

    4 eggs :wink:
  • AdulAdul Member Posts: 2,002
    Mr2150 said:

    That may be the case - but are we going to change that approach? With this discussion?

    Nah, but we're gonna break the rules, man! Fight the machine!
  • PeccaPecca Member Posts: 2,215
    Maybe, maybe not, maybe doesn't matter anymore. But it's pointed out.

    Anyway, it's a bit late for baking, just make an omelet. :)
  • RavenslightRavenslight Member Posts: 1,609
    Pecca said:

    Maybe, maybe not, maybe doesn't matter anymore. But it's pointed out.

    Anyway, it's a bit late for baking, just make an omelet. :)

    No I want cake with my coffee in the morning! He promised.
  • Mr2150Mr2150 Member Posts: 1,170
    Sorry - I just caught @Pecca 's GUI dance joke... and I have to say it was very funny.
  • ThacoBellThacoBell Member Posts: 12,235
    @Mr2150 ...I kinda wanna see a pink and yellow mock up now. Y'now, just cause.
  • Mr2150Mr2150 Member Posts: 1,170
    Anyway... to go back to one of the earlier points - the issue of scrolling when you've picked up an item....

    It is possible to scroll when you've picked up an item, however it's difficult on mobile (I know I just tried).

    We would need to use buttons on mobile/tablets to make that process simpler for the user (that's a more general need than just here but however we 'solve' the issue here could be carried forward).
  • ThelsThels Member Posts: 1,422
    Yeah, so we should keep the information compact enough that scrolling should most of the time not be required, which is why I changed my opinion on showing an item's base stats. I'd personally still love that, but it wouldn't be a good standard.

    As for scrolling the text window itself on mobile, would it be possible that tablet users can just grab any part of the text window, and pull that up or down? It's a standard way to scroll on tablets, and there's enough space in the text window that's not to be interacted with.
  • Mr2150Mr2150 Member Posts: 1,170
    That's exactly how it works currently @Thels - you can drag anywhere in the text box to scroll.
  • ThelsThels Member Posts: 1,422
    Ah, ok, that's good. So for the text window, we don't need big arrows to scroll, tablet users can just drag the text.

    For the ground inventory, that doesn't work, as that would lead to picking up an item. So we need to keep the bigger icons there. How big, I'm not sure, but I think it feels better if they're (nearly?) as big as the icons. Maybe they could fit to the left and right of the ground icons, rather than above them?
  • Mr2150Mr2150 Member Posts: 1,170
    I think it's probably to show that info still @Thels I would find it useful too.

    It just depends on the layout you use... Using your text from earlier:

    [Header: Longsword +1] THAC0: +1 Damage: 1d8+1 Speed Factor: 4 Proficiency Type: Long Sword Type: One-handed [Header: Mainhand] [Header: Offhand] THAC0: 17 (green) Armor: 6 (red) Damage: 1d8+6 (green) Mainhand THAC0: 22 (red) Speed Factor: 4 (green) Offhand THAC0: 25 Offhand Damage: 1d8+6 Offhand Speed Factor: 4

  • ThelsThels Member Posts: 1,422
    Placing the text in two separate columns feels crampy. Keep in mind that at least some people were interested in seeing the modifiers, while others prefer to see the end result, so "end result (modifier)" would be nice. Then some of these lines are longer in certain languages (I'm looking at you, Poland!), and does this do away with the arrows or keep them in?

    Sure, you could make it fit if you make the text tiny enough, but I'd rather not have to squeeze my eyes to read the text. I'd just forget about it, then.
  • Mr2150Mr2150 Member Posts: 1,170
    OK... I agree... and it also doesn't account for other languages.
  • DanathionDanathion Member Posts: 173
    Just for the avoidance of doubt, for myself as much as the group, I'm going to ask the question again using the greyscale representation. Is this *our* *final* layout? Is there anything we'd like to change? Does anyone have any other ideas? Have we completed stage 3?


  • Mr2150Mr2150 Member Posts: 1,170
    I don't think that's the final layout...

    I think the dark grey boxes need to be within the light grey boxes for the icons and text boxes in the top right.


  • AdulAdul Member Posts: 2,002
    edited September 2016
    Question: how accurate are these blueprints supposed to be?

    There are some smaller details that I'm either confused by or not entirely comfortable with, like:

    1. The blueprint seems to be considerably wider in proportions compared to the current inventory in v2.3.
    2. The title "Inventory" is missing.
    3. The entire top of the frame feels crammed to me vertically, like there isn't enough heading to the window before the content starts.
    4. Overlaying this blueprint with a screenshot from the inventory, even the item slots seem to be considerably larger than they are in 2.3.
  • RavenslightRavenslight Member Posts: 1,609
    Off the top of my head, I would also add that I don’t see a scroll bar for the text box.
  • Mr2150Mr2150 Member Posts: 1,170
    Adul said:


    1. The blueprint seems to be considerably wider in proportions compared to the current inventory in v2.3.

    Fair point ... our outside boundary should be the maximum pixels allowed within the current UI. That's important due to the scaled/non-scaled functions.
    Adul said:


    2. The title "Inventory" is missing.

    I'd say fixed text like titles should be there. Optional text or text the changes based on user entry should be examples only.
    Adul said:


    3. The entire top of the frame feels crammed to me vertically, like there isn't enough heading to the window before the content starts.

    Maybe sticking the inventory header on top will solve the horizontal proportions too? I think we need to check that.
    Adul said:


    4. Overlaying this blueprint with a screenshot from the inventory, even the item slots seem to be considerably larger than they are in 2.3.

    Again, fixed items like this should be identical size. I think slot size is currently 52x52 pixels.

  • Mr2150Mr2150 Member Posts: 1,170
    ^^ I just checked those numbers... dimensions are identical in all three UI.menu files:

    Maximum boundary is Width 864 pixels x Height 710 pixels
    Slots are Width 52 pixels x Height 52 pixels
  • AdulAdul Member Posts: 2,002
    Yup, and the blueprint seems to get all the pixel widths and heights wrong, including the window size and the item slot sizes.
  • Mr2150Mr2150 Member Posts: 1,170
    Exactly - an architect would need to make sure all the dimensions were relative in scale to the final product.... likewise, our dimensions need to all be relative, and a scale of 1:1 is easiest...

    FOR REFERENCE ONLY, I set the window size to 864x710 and drew a random brown box to illustrate 52x52 for a slot... Result: we aren't far off but we could be more precise.


  • DeeDee Member Posts: 10,447
    That may have been a mistake in how I set up my file. I had excluded the title bar as something that wasn't going to change, which obviously was a mistake.

    That doesn't mean the use of a blueprint in general is a bad idea, though; it just means mine was flawed.
  • Mr2150Mr2150 Member Posts: 1,170
    I don't think it's an issue - we just need to redraw what we have with the new requirements.
  • AdulAdul Member Posts: 2,002
    Here's another random gripe I have with the current blueprint: the 5 little boxes with the stats inside them, those should take up as much space horizontally as the surrounding box allows. The big text field however, which is currently wider than the little boxes, doesn't need to be so wide, as it doesn't need a lot of horizontal capacity. The text box could be made a bit narrower while the icon boxes could be made wider.
  • PeccaPecca Member Posts: 2,215
    edited September 2016
    For the blueprint, since it needs to be exact, a layer with these yellow lines from a f11 mode could be used:

    Perhaps with 2 different colors for graphical and functional elements.
  • AdulAdul Member Posts: 2,002
    @Pecca I haven't checked this, but what about the line width? Could having the lines on add extra width to the UI elements? If so, we should be careful with it.
  • DanathionDanathion Member Posts: 173
    Adul said:

    Here's another random gripe I have with the current blueprint: the 5 little boxes with the stats inside them, those should take up as much space horizontally as the surrounding box allows. The big text field however, which is currently wider than the little boxes, doesn't need to be so wide, as it doesn't need a lot of horizontal capacity. The text box could be made a bit narrower while the icon boxes could be made wider.

    Agree on the icon boxes, but I think the scroll box being as big as possible increases possible functionality options - Pecca's suggestion for displaying bag contents (that may be a consideration for a later stage).

    We've been focusing on the right hand side of the screen, is there anything we could change about the left hand side that may be more efficient space-wise and give us more room? I've been googling inventory screens and the placement of the paper doll and equipment slots vary from IWD and PST to BG. How many walls do we want to knock through?
  • PeccaPecca Member Posts: 2,215
    @Adul: the width of the line "goes in" so it doesn't make the elements bigger.
  • DanathionDanathion Member Posts: 173
    Pecca said:

    For the blueprint, since it needs to be exact, a layer with these yellow lines from a f11 mode could be used:


    Perhaps with 2 different colors for graphical and functional elements.
    That's great for editing in terms of my above post :wink:
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