Springheel Posted November 28, 2005 Report Share Posted November 28, 2005 Ok, here's my idea for a purchase screen. I've kept pretty close to the style of the main menu screens, but with more of a book motif. The fonts and graphics are pretty rough but you get the idea. It's a bit of a minimalist design. Instead of all the graphic icons for each item, when your cursor is over any of the items, a picture and description comes up in the bottom corner. Purchase Screen Here's the T2 screen for reference: T2 Screen Quote TDM Missions: A Score to Settle * A Reputation to Uphold * A New Job * A Matter of Hours Video Series: Springheel's Modules * Speedbuild Challenge * New Mappers Workshop * Building Traps Link to comment Share on other sites More sharing options...
Macsen Posted November 28, 2005 Report Share Posted November 28, 2005 I really like that, Spring. Very classy. Everything regarding the menu I've seen from you guys so far has been superb. I don't recall a game or DVD that had such great looking, atmospheric and clever menus. Quote Link to comment Share on other sites More sharing options...
New Horizon Posted November 28, 2005 Report Share Posted November 28, 2005 Class all the way, as always. Great job Spring! Quote Link to comment Share on other sites More sharing options...
Napalm Posted November 28, 2005 Report Share Posted November 28, 2005 very nice, although the .guis will require the implementation of a monetary system before I can actually make anything Quote Link to comment Share on other sites More sharing options...
god_is_my_goldfish Posted November 28, 2005 Report Share Posted November 28, 2005 I like it, it's much better and more fitting than the mockup I made before. When you go to make this, let me know and I should be able to provide sketches of each item for the lower corner. Quote http://www.thirdfilms. comA Thief's Path trailer is now on Youtube! Link to comment Share on other sites More sharing options...
sparhawk Posted November 28, 2005 Report Share Posted November 28, 2005 very nice, although the .guis will require the implementation of a monetary system before I can actually make anything You can put in some hardcoded value. What's the problem? Quote Gerhard Link to comment Share on other sites More sharing options...
oDDity Posted November 28, 2005 Report Share Posted November 28, 2005 I love the idea of being able to drop all my starting gear and perform the misison empty handed. Quote Civillisation will not attain perfection until the last stone, from the last church, falls on the last priest. - Emil Zola character models site Link to comment Share on other sites More sharing options...
Domarius Posted November 28, 2005 Report Share Posted November 28, 2005 Hehe, this concept is more "Thief 2" than Thief 2 itself, if you ask me Quote Domarius' To Do listDomarius' videos of completed anims Link to comment Share on other sites More sharing options...
New Horizon Posted November 28, 2005 Report Share Posted November 28, 2005 Hehe, this concept is more "Thief 2" than Thief 2 itself, if you ask me Agreed. Quote Link to comment Share on other sites More sharing options...
pakmannen Posted November 28, 2005 Report Share Posted November 28, 2005 Yeah, that's a nice start, and proves that it can be done A few technical questions come to mind: 1. What will happen if there are too many items in the starting/purchased/forsale lists? A scrollbar? That would look a bit out of place, but I'm not sure how else to do it. 2. The objectimage, are we gonna add the actual 3D-model here? It would be unwise to create separate images, since new objects (made by us, or by a FM author) would need a new image created. Maybe it's possible to add a sepia-filter on the models texture somehow. Quote Link to comment Share on other sites More sharing options...
sparhawk Posted November 28, 2005 Report Share Posted November 28, 2005 I don't know if we can implement scrollbars with the D3 interface. It might be possible, but we would likely have to create it on our own. Buttons to get one page back/forward is easier to code and most of the time they wont be used. We can also wait and see if there is actual demand for this and it when the time comes, instead of worrying about it now. Quote Gerhard Link to comment Share on other sites More sharing options...
pakmannen Posted November 28, 2005 Report Share Posted November 28, 2005 I'm not sure how to make pageflips with that layout.. Tricky. Unless you have two books, one for purchasable items and a combined one for starting gear + purchased items. Both shown at the same time. It could easily become cluttered, and I'm not sure how good it would look. But it will be nessacary unless we scale down the text when more items get listed. Actually I think Thief did that for objectives, and it might just work. Not sure if that is possible to do. Quote Link to comment Share on other sites More sharing options...
pakmannen Posted November 28, 2005 Report Share Posted November 28, 2005 Here's a quick and rather horrible mockup of how that would look: Two books As I feared it doesn't look very nice with two books like that, but you can see how it would work. You flip the page to see more items you either currently have or wants to purchase. Not sure how that can be done with a single book.. Quote Link to comment Share on other sites More sharing options...
New Horizon Posted November 28, 2005 Report Share Posted November 28, 2005 It actually doesn't look that bad pak. Quote Link to comment Share on other sites More sharing options...
Springheel Posted November 28, 2005 Author Report Share Posted November 28, 2005 Well, we could certainly scale the font smaller. I'd planned to do that regardless. I think if there are more purchasable items than can fit on the page, we could just add two small arrows that move the list up and down. Like a scroll-bar, basically, but it wouldn't look like one. If it's possible to flip a page then we could do that, but just leave the left side the same. Either way I don't think it's a big problem. The objectimage, are we gonna add the actual 3D-model here? I think the 3d model would be best, to show players exactly what it would look like in game. Although it might look good if there was a model AND a charcoal-illustration, sort of like this: Quote TDM Missions: A Score to Settle * A Reputation to Uphold * A New Job * A Matter of Hours Video Series: Springheel's Modules * Speedbuild Challenge * New Mappers Workshop * Building Traps Link to comment Share on other sites More sharing options...
pakmannen Posted November 28, 2005 Report Share Posted November 28, 2005 The actual book part doesn't suck, but the concept of two books is.. I dunno, it feels cluttered. Or repetitive. Or something. Quote Link to comment Share on other sites More sharing options...
Springheel Posted November 28, 2005 Author Report Share Posted November 28, 2005 Here's an idea of what I meant. The arrows aren't the best, but you get the idea. Clicking each arrow would move the list one selection up or down. I'm postive that can be done fairly easily, as D3 did the same with some of its guis. Quote TDM Missions: A Score to Settle * A Reputation to Uphold * A New Job * A Matter of Hours Video Series: Springheel's Modules * Speedbuild Challenge * New Mappers Workshop * Building Traps Link to comment Share on other sites More sharing options...
pakmannen Posted November 28, 2005 Report Share Posted November 28, 2005 Well, we could certainly scale the font smaller. I'd planned to do that regardless. I think if there are more purchasable items than can fit on the page, we could just add two small arrows that move the list up and down. Like a scroll-bar, basically, but it wouldn't look like one. Oh, if we can do that I suppose it's no big problem. Scaling the text would be preferable, since a "scroll-bar" would be, as I think I said before, a little out of place. (But I have no problem doing them if the scaling turns out to either not work, or looks like crap) If it's possible to flip a page then we could do that, but just leave the left side the same. And what if you purchase all the items? Then the list on the left page would be too large. Plus leaving one page the same when you flip is.. wrong.. But, if we can do the scaling/scrollbar thing, this is unimportant. About the 3D-model, again it would be unwise to include painted pictures (even if it would look better) since FM authors would have to create pictures in the same style if they add their own objects. But if this was (is?) not an issue, I'd personally go with only painted pictures. Quote Link to comment Share on other sites More sharing options...
New Horizon Posted November 28, 2005 Report Share Posted November 28, 2005 I like what you did there Spring, it looks cool with the arrows. I tried a minor modification of it...just for a slightly altered take on the arrows. Quote Link to comment Share on other sites More sharing options...
Springheel Posted November 28, 2005 Author Report Share Posted November 28, 2005 Yeah, like I said, the graphics were just there to get the idea across. I'd want to give more thought to the position/design. But I think scaling the font is probably the easiest option...we could easily fit 20 items, which is far more than is ever likely to be used. About the 3D-model, again it would be unwise to include painted pictures (even if it would look better) since FM authors would have to create pictures in the same style if they add their own objects. I don't know if that's a big deal if FM objects don't look exactly the same as ours. Quote TDM Missions: A Score to Settle * A Reputation to Uphold * A New Job * A Matter of Hours Video Series: Springheel's Modules * Speedbuild Challenge * New Mappers Workshop * Building Traps Link to comment Share on other sites More sharing options...
New Horizon Posted November 28, 2005 Report Share Posted November 28, 2005 I don't know if that's a big deal if FM objects don't look exactly the same as ours. Shouldn't matter too much but depending on how we do it, we can give a brief tutorial on how to pull off a similar effect. Quote Link to comment Share on other sites More sharing options...
pakmannen Posted November 29, 2005 Report Share Posted November 29, 2005 Yeah I suppose. Then we'll need a list of all the items in the game I guess. (I realise some aren't even designed yet, like the arrows) Napalm, where are you hiding? Can you confirm that all the ideas we're having here can be done? (Scaling text, scroll arrows etc) Quote Link to comment Share on other sites More sharing options...
sparhawk Posted November 29, 2005 Report Share Posted November 29, 2005 Scroll arrows can be done for sure. I wouldn't recommend scaling to avoid scrolling, because this will not work if the list gets bigger. Quote Gerhard Link to comment Share on other sites More sharing options...
Napalm Posted November 30, 2005 Report Share Posted November 30, 2005 Actually We can implement Scrollbars in D3, just cause I don't know how doens tmean its not possible Ive been really busy with rl and havnt had time to find it in the code but I know some specific areas (multiplayer load menu ingametext) where scrollbars are used. Its fine both ways though so if scrolllist is easier (not sure it will be) that works too. Sorry pak as ive said ive been busy in RL. As for scaling fonts that are nonimages have 3 different sizes that are possible to get work (more shouldbe possible but thats the default ingame and thats all ive tried) but really scroll bars are a much better option Quote Link to comment Share on other sites More sharing options...
sparhawk Posted November 30, 2005 Report Share Posted November 30, 2005 Scrollbuttons are pretty easy and straightforward to implement. A scrollbar is much harder to do and requires a lot of coding to make it work properly. Quote Gerhard Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.