NPPAngband/NPPMoria QT port
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That looks very static. If you add more birth options, what happens to the text below it? Likewise for classes/races. -
One final dialog box; the new birth screen. It needs uncluttering, but everything is on one screen. Things don't have to be selected in any particular order any more (gender-race-class-stats-name)Anything can be changed at any time. For the new players, the complete help topic can be called up for every field of information on the screen with a simple mouse hover.
In terms of a basic playable beta, that was the last thing on the list. There are some minor things to clean up, but a release for anyone wanting to playtest and provide feedback will be out shortly. It is missing some important features that would make playing a complete game tedious (the extra windows, macros), but finally the finish line is in sight.
edit: It isn't nearly this big onscreen. Not sure why the png file is so big.Leave a comment:
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Here is a sample of the statusbar, albeit for an absurd wizard mode character.
The icons, from left to right, tell the player:
1) They are not currently searching. You can click the icon to search, or enter the keyboard command.
2) Food status, currently full.
3) The character can learn 47 new spells (the absurd part). The player can click on the icon to study, as well as access the command by keyboard.
4) As the mouse hover shows, trap detect has not been cast.
There are icons for all temporary status (word-of-recall, heroism, resist fire, etc) that will pop up when the state is active.
The final feature before this will be playtestable beta is the character screen. There are not yet macros, multiple windows, character dumps and a couple other features, but anyone willing to playtest the basic new UI will get the chance very soon.Leave a comment:
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Both. They are in the same codebase.
The way the new UI works is when you open the game, you can start a game of NPPAngband or NPPMoria. If you load a prior character, it detects which game the savefile is for and loads it up.
You can also close up a character in NPPAngband and then play a game in NPPMoria, and vice-versa, without having to exit the program.Last edited by nppangband; December 31, 2014, 00:51.Leave a comment:
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One step closer! Knowledge screens are done. On to the player character screen.Leave a comment:
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Loving the progress so much, waiting impatiently for it to become playtestableLeave a comment:
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Some Android tablets, esp bigger ones like the one just picked up, come with (optional) keyboards now. It sucks when there's game that could obviously benefit from keyboard support, but has a touch UI (because developers are locked into a Android=no physical keyboard mentality). I would hope that NPPAndroid would support both touch and keyboard commands.Leave a comment:
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Some Android tablets, esp bigger ones like the one just picked up, come with (optional) keyboards now. It sucks when there's game that could obviously benefit from keyboard support, but has a touch UI (because developers are locked into a Android=no physical keyboard mentality). I would hope that NPPAndroid would support both touch and keyboard commands.Leave a comment:
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The knowledge screens are almost done. Here is the monster knowledge screen. Someday I will figure out how to remove the row numbers. But as the tradeoff, the player can sort the monster info by column.
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At the moment it classifies as "playtestable", but not quite playable.
The three major features left to do are the player screen (so players that don't have the artifact list memorized can actually track what resists they have without the use of graph paper), knowledge screens (working on that now), and the statusbar.
Once those three features are done, it will be a playable beta for Linux, Windows and the MAC for anyone willing to download QT, and compile the project themselves. We have a little bit of code cleanup to do before the game will work as a standalone download, and we can put out a call for playtesters.
The ultimate goal is a version of the game for tablets and phones with a full touchscreen UI on the android and apple stores for tablets and phones. The way QT works, it is not as far off as it sounds.Leave a comment:
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We did this one a while ago, but I don't think I posted it. The dialog for wizard-mode commands:
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Here are a couple more dialogs:
First, the object settings menu. To make the game more accessible to new players, this dialog will handle object confirmation commands instead of inscriptions like !k. The checkboxes will vary for object types. So the menu for a potion will include a verify use box, and won't have wield and swap weapon boxes, and objects that activate will have a box to verify activation, etc. Also, the quality squelch menu will be slightly different depending on whether the character will have weak or strong pseudo-id. A mouse hover brings up an explanation for things like the squelch settings.
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