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Making it Work: Inventory

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  • Mr2150Mr2150 Member Posts: 1,170
    NO @Adul - you are locked in here until you've made grey box mock ups of every screen.

    Didn't you see that @Dee locked the door ?
  • AdulAdul Member Posts: 2,002
  • Mr2150Mr2150 Member Posts: 1,170
    Maybe it's actually one of those films where all the strangers get locked in the house with all the fiendish traps ...
  • DanathionDanathion Member Posts: 173
    Adul said:

    I just want to be done... will we ever be done? :weary:

    Is there gold at the end of the rainbow?

    I think structurally we have the blue print. We've raised questions and answered them; we've made a slight amendment to the width of the scroll box but, I think, we've moved into stage 4. We're getting there. :smile:
  • AdulAdul Member Posts: 2,002
    Mr2150 said:

    Maybe it's actually one of those films where all the strangers get locked in the house with all the fiendish traps ...

    I can see that. We'll be picked off one by one and then the last forumite will perform one last dramatic martyrlike act to send off the report to Redmine.
  • BillyYankBillyYank Member Posts: 2,768
    Mr2150 said:

    Maybe it's actually one of those films where all the strangers get locked in the house with all the fiendish traps ...

    It reminds me more of Sartre's No Exit.
  • Mr2150Mr2150 Member Posts: 1,170
    If that's the case we must all be related in some way - that's how it works....
  • DeeDee Member Posts: 10,447
    edited September 2016
    @Pecca That +1 Damage, is that +1 Damage over the currently equipped item, or +1 damage in general?

    The reason I ask is that if the weapons do different types of damage, that may be significant; +1 to Damage but the damage is Piercing instead of Bludgeoning is a big difference when you're fighting Skeletons.

    I like that it summarizes how much of an improvement the item will bring, though.
  • AdulAdul Member Posts: 2,002
    @Dee It's over the currently equipped item. It's one of the item comparison options that were being discussed earlier.
  • AdulAdul Member Posts: 2,002
    Centered the ground box horizontally, and repositioned some item slots that were inconsistently placed. (This is the OCD update.)

  • PeccaPecca Member Posts: 2,215
    Yeah, I just pulled the picture for the purpose of showing the art. :)
  • RavenslightRavenslight Member Posts: 1,609
    I like this idea as well, @Pecca . I do like the slightly fancier way that @Adul dressed it up at the top. It helps to soften up the overall harder feel of the new screens. Helps to reintroduce some of the charm and bring back some of the familiar vining patterns that were lost from the outer edges of the original screens.
  • RatatoskrRatatoskr Member Posts: 726
    Man, I leave for two days and you guys have a 7 page conversation without me :smile: But I think it's looking good, blueprints and art both.

    Quick question, do you think this is the place to bring up any concerns about the new color selection window? It's not exactly part of the inventory page but it is related and I have some trouble with it as well.
  • AdulAdul Member Posts: 2,002
    @Ravenslight I agree, though to be clear the vines and other ornamentation I copied on my mockups are only meant to indicate "put some cool art here".

    @Ratatoskr589 I'd say in order to keep this discussion focused, suggestions for the color window should be brought up in the UI Improvement Suggestions Thread.
  • RavenslightRavenslight Member Posts: 1,609
    I agree @Adul It just needs a touch of something that feels organic and iconic added there.
  • Mr2150Mr2150 Member Posts: 1,170
    @Adul Can I suggest a couple of changes from an OCD perspective?

    Orange lines mean extend/move this area to align with the associated black line.
    Green circles represent @Pecca 's request for the original style ornamentation in those areas - which I agree looks fantastic.


  • DanathionDanathion Member Posts: 173
    Adul said:

    Centered the ground box horizontally, and repositioned some item slots that were inconsistently placed. (This is the OCD update.)

    I am *always* in favour of OCD updates! :wink: Looking good!
  • RavenslightRavenslight Member Posts: 1,609
    Maybe I am misinterpreting what your saying @Mr2150 But your lines seem to move things around so they no longer match what Adul posted. I like how he has it better.
  • Mr2150Mr2150 Member Posts: 1,170
    Yes they do... because things aren't aligned (OCD-wise).

    Take for example the slots at the bottom... the inventory slots are higher (just a few pixels) than the ground slots... In practise that might look something like this:



    My lines in that area suggest making it like this:

    ba1.png 162.7K
    ba2.png 156.7K
  • DanathionDanathion Member Posts: 173
    @Ravenslight, something like this:



    Although I think you'll find it easier to visualise when Adul edits the grey blueprint. :smile:
  • AdulAdul Member Posts: 2,002
    edited September 2016

    @Mr2150 On the green circles, this is a thing that will ultimately come down to personal preference, but since we're still discussing layout changes, I'm thinking this is a matter for us to deal with later, in the next stage.

    On the orange lines, I've thought about those areas too. At the risk of sounding incredibly pedantic (I know, too late), let me try to justify my decisions about them:

    1. The "PAUSED" box and the gold counter. Yes, there is a difference in the elevation here, but if you look at the BG2:EE background art in this area (this is one of the hindrances of using only blueprints that I've been trying to argue earlier), you'll notice that there is a frame around the "PAUSED" box that evens out the picture.

    Besides, as far as I can tell, the equipment panel (left side) was never really part of these discussions since there aren't really any complaints about it, so it's a matter of "if it ain't broke, don't fix it".

    2. The difference in the vertical elevation of the inventory slots and the ground slots. Okay, I don't think there is a good solution here. If you lower the inventory slots, they will no longer be centered vertically and there will be a larger unused area above them that's not even filled with interesting art, there's just a background texture there. It's really just an empty hole. If you raise the ground box instead, the ground box will no longer be vertically centered, and the "Ground" title will be crammed in between the ground slots and the box above.

    3. The difference in width between the breakdowns box and the ground box. I worry that having them be the same width could form a large vertical structure on the right that might not work very well with the BG2 art style. I can't be sure without seeing it though, so I think we could try this with some arty mockups.
  • RavenslightRavenslight Member Posts: 1,609
    If you look at the picture of the original game’s screen that @Pecca posted, not everything lines up perfectly. There is an organic feel to it. I don’t think everything should necessarily look perfect. Symmetry is good but having nothing but perfectly straight hard lines adds to the database feel.

    Your latest examples also don’t have the outer frame that his does. His is centered on the inventory slots. I think having it centered rather then straight across is a good thing.
  • Mr2150Mr2150 Member Posts: 1,170
    edited September 2016
    Fair point on the green circles...

    1) Also fair point on the paused box. Maybe put it into a grey box frame to indicate that thicker border ornamentation (with the grey box then aligning - much like the ground slots have a border) ?

    2) I think it's one of those points where the ornamentation will 'make the difference'... for me, aligning so many independent elements would be important as it's visually more pleasing when things align - so it's the quantity of elements aligning that would be the focus.

    3) I hadn't considered that but it's a fair point too. I think it would look better if they aligned and maybe that's a requirement - eg the ornamentation around the ground box should ensure that it is a distinct area and not connected to the text box above even though it is aligned to make it more visually pleasing.
  • DeeDee Member Posts: 10,447
    Consider adding "frame" elements to the blueprint.
  • Mr2150Mr2150 Member Posts: 1,170
    I think a lot of the original elements don't look like they line up because there was a much big limitation on space in the vanilla game.

    However, there is still symmetry and alignment for major elements top to bottom, left to right ... things like that make it more visually pleasing overall.

    I drew some lines around elements in @Pecca 's picture to illustrate:



  • RavenslightRavenslight Member Posts: 1,609
    Sigh… I don’t find it visually pleasing to see all these hard data base angles lined up. Add loosing the old iconic font and replacing it with one that feels out of place, then taking a significant portion of the screen to emphasize that font… It needs to loosen up somewhere. This is Baldur’s Gate, not a data screen.
  • Mr2150Mr2150 Member Posts: 1,170
    And nobody is suggesting it should be a data screen - just because you can't visualise what I'm trying to express doesn't mean I'm wrong.
  • RavenslightRavenslight Member Posts: 1,609
    Mr2150 said:

    And nobody is suggesting it should be a data screen - just because you can't visualise what I'm trying to express doesn't mean I'm wrong.

    I wonder if that statement could possibly be reversed… ;)
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