Angband.oook.cz
Angband.oook.cz
AboutVariantsLadderForumCompetitionComicScreenshotsFunniesLinks

Go Back   Angband Forums > Angband > Vanilla

Reply
 
Thread Tools Display Modes
Old September 17, 2016, 13:04   #21
takkaria
Veteran
 
takkaria's Avatar
 
Join Date: Apr 2007
Posts: 1,809
Donated: $40
takkaria is on a distinguished road
Quote:
Originally Posted by t4nk View Post
Angband thinks that displaying stats is pretty important and they have very high priority. Are the really so important?
Or maybe you have some other ideas about sidebar?
Some thoughts:

* the monster line could be improved, e.g. there could be a graphical bar displayed rather than asterisks, and the status (e.g. sleeping, confused etc.) could be written instead of just encoded in the colour of the HP bar. It would be cool to keep track of multiple monsters perhaps too, with the currently targeted one first and then maybe other nearby monsters afterward. XP to next level could probably be encoded as a graphical bar as well, since the exact number is not usually the useful thing to know.

e.g. https://imgur.com/a/uybvO

Now I think about it I guess the bars could be achieved entirely using background colour changes and don't require any special graphics code at all. However I was imagining something with a bit more resolution.

* race/class/title could all be safely dropped entirely since they never ever change. Though I do like having some light blue text in that position, I think I just like the light blue colour...

* it would be good if depth sat at the bottom of the sidebar too, maybe along with the 'level feeling' that's currently in the status bar.
__________________
"Physician, heal thyself."
takkaria is online now   Reply With Quote
Old September 17, 2016, 22:03   #22
t4nk
Adept
 
Join Date: May 2016
Posts: 239
t4nk is on a distinguished road
Quote:
Originally Posted by takkaria View Post
Some thoughts on spells... I think it would make sense to move away from book-centric casting, so 'm' just brings up a list of all available spells. They could be given fixed letters, removing the need to inscribe spellbooks at all. The problem is that there are too many spells to fit on the screen at once. This is one of those annoying cases where UI design and game design are really the same thing, so it's hard to imagine this working well without a reduction in the number of spells (which Nick might have on the cards?)
Come to think of it, it could be multi column?
https://postimg.org/image/xpph7f0vn

Quote:
Now the command system is fully functional, there's no reason that keymaps couldn't be specified as {QUAFF,"Cure Light Wounds"} for example, instead of q4. Would require a bit of extra logic but not tonnes.
Someone will have to do it eventually Magic books are only a part of the problem, there are potions, scrolls, wands...
Looking at cmd-obj.c this doesn't seem particularly difficult to do... Basically, store struct keypress, cmd_code, tval and sval (or sidx for spells), then, when the user presses the corresponding key, scan the equip/inven/quiver/floor, and, if an object with that tval/sval is found, just do cmdq_push()/cmdq_set_arg_item()?

Last edited by t4nk; September 17, 2016 at 22:41.
t4nk is offline   Reply With Quote
Old September 18, 2016, 05:09   #23
t4nk
Adept
 
Join Date: May 2016
Posts: 239
t4nk is on a distinguished road
Well, I don't know... some spells have pretty long names. And if we use 80x24 term with two columns, thats only 48 spells displayed...
https://postimg.org/image/rf9hivgzx/
t4nk is offline   Reply With Quote
Old September 18, 2016, 12:01   #24
Zireael
Adept
 
Join Date: Jul 2011
Posts: 203
Zireael is on a distinguished road
Takkaria, I like your ideas re: monster line.
Zireael is offline   Reply With Quote
Old September 19, 2016, 14:20   #25
t4nk
Adept
 
Join Date: May 2016
Posts: 239
t4nk is on a distinguished road
So, I came to conclusion that multi column layout for spells is just not practical currently. There are just too many spells.
Instead of that, I've given all spell books fixed letters. Magic for Beginners is always 'a', Resistances of Scarabsomething is 'e', etc. Inscriptions still work... Needless to say, it's a hack which duplicates much of the functionality of textui_get_item(). That's because of Angband's inventory shuffling. Oh well.
I don't see what two panel or tabbed layouts do that the current system ("select book, then spell") doesn't.
t4nk is offline   Reply With Quote
Old September 19, 2016, 16:54   #26
ekolis
Knight
 
ekolis's Avatar
 
Join Date: Apr 2007
Location: Cincinnati, OH, USA
Age: 33
Posts: 911
ekolis is on a distinguished road
Send a message via AIM to ekolis Send a message via MSN to ekolis Send a message via Yahoo to ekolis Send a message via Skype™ to ekolis
I'm not a designer, but I haven't played "traditional" roguelikes in a while, so one thing that struck me about the menus (and the message bar up top) is that they're rather hard to read with that monospace font, especially with all that padding between the letters! Never noticed that before but since it's been so long...

I don't know what sort of display library you're using, but if possible, maybe it would make sense to use a proportionally spaced font for the menus, messages, stat displays, etc and leave the monospace for the map, which needs to be on a grid and doesn't have any words to read anyway? Might look silly to use different fonts on the same screen, but it would at least make things more readable...
__________________
You read the scroll labeled NOBIMUS UPSCOTI...
You are surrounded by a stasis field!
The tengu tries to teleport, but fails!
ekolis is offline   Reply With Quote
Old September 19, 2016, 17:49   #27
t4nk
Adept
 
Join Date: May 2016
Posts: 239
t4nk is on a distinguished road
Quote:
Originally Posted by ekolis View Post
I don't know what sort of display library you're using, but if possible, maybe it would make sense to use a proportionally spaced font for the menus, messages, stat displays, etc and leave the monospace for the map, which needs to be on a grid and doesn't have any words to read anyway? Might look silly to use different fonts on the same screen, but it would at least make things more readable...
That would be too much work for too little gain. Currently, the ui doesn't support that in any way (and that has nothing to do with display library - it's the layer above the library that assumes a grid).
I personally don't consider monospace fonts to be inherently less readable than the proportional ones. Perhaps you just don't like Angband's stock font? It's possible to use a different (monospace) font.
https://postimg.org/image/3z3wnru1h/
t4nk is offline   Reply With Quote
Old September 20, 2016, 09:28   #28
t4nk
Adept
 
Join Date: May 2016
Posts: 239
t4nk is on a distinguished road
So I (partially) restored spell description toggle thing (the '?' command in spell menu), but it doesn't look quite right; IMO, the separate term for descriptions looks better... opinions?
http://postimg.org/image/lms8g5169/
t4nk is offline   Reply With Quote
Old September 25, 2016, 17:07   #29
t4nk
Adept
 
Join Date: May 2016
Posts: 239
t4nk is on a distinguished road
Next question. The char screen (invoked by the 'C' command) has a lot of space on the right side:
https://postimg.org/image/cyenekenh/
That's because the birth menu uses that to display stat costs:
https://postimg.org/image/lh3nzutv7/
And I don't like how this screen looks anyway. It a bit of a mess... If anyone has any suggestions, now is the time, while I'm at it! (refactoring ui2-player.c)
t4nk is offline   Reply With Quote
Old April 23, 2017, 14:00   #30
Tibarius
Swordsman
 
Join Date: Jun 2011
Location: Germany
Age: 48
Posts: 256
Tibarius is on a distinguished road
status?

I see this thread today the first time and would have some suggestions.

So i ask, is the re-factoring done already?
Tibarius is offline   Reply With Quote
Reply


Currently Active Users Viewing This Thread: 1 (0 members and 1 guests)
 
Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is Off

Forum Jump

Similar Threads
Thread Thread Starter Forum Replies Last Post
Reporter wanted pav Oook! 5 January 11, 2011 15:26
Programmer wanted... buzzkill Development 10 October 3, 2009 05:03
VC++ compiler help wanted. PaulBlay Development 6 April 24, 2009 16:29
tips wanted will_asher AAR 4 February 14, 2008 23:31
[Un] Reviewers wanted andrewdoull Variants 0 November 25, 2007 05:06


All times are GMT +1. The time now is 19:36.


Powered by vBulletin® Version 3.8.7
Copyright ©2000 - 2017, vBulletin Solutions, Inc.