Simplification of the menu window #11

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NemesisDD opened this Issue Aug 29, 2012 · 41 comments

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In the menu mode window (button 's'), some simplification can be done (and also some more space in the main menu). The 'Equip' point should be relocated to 'Inventory' in the same level as 'Use'.

Both, use and equip work quite similar.

As a good side effect, space for new items in the main menu is created.

Owner

Bertram25 commented Aug 29, 2012

Good idea. And better for the user experience.
I also noted players going several times in the use menu and try to equip there.

Owner

Bertram25 commented Aug 29, 2012

Only one question, how do you remove equipment?

The most simple solution is to copy the 'Remove' as is, i.e.

Inventory
+
Use Equip Remove
(displays inventory) (displays inventory) (displays equiped items)

For the equip page, the parts of the chars body are not necessarly to be shown, since a weapon cannot be equiped as armor. However, this only works as long as there are no multiple possibilities for items to be worn (e.g. two rings for both hands).

Owner

Bertram25 commented Aug 29, 2012

Also a good point.

I took the time to play with it, and what do you think about:

  • Displaying the status info in the formation menu, removing the status options as well?
  • Display the character current equipment somehow in the status->formation menu?
Owner

Bertram25 commented Aug 29, 2012

We might later want to:

  • Merge Use and Equip into Use/Equip.

Anyway, I'd let all the inventory displayed, so that the player can have a look at shards (soon! ;])
and key items while dealing with the rest.

All that can be done in a second step. There is already enough to do. ;)

Owner

Bertram25 commented Sep 3, 2012

@NemesisDD : For now, to make way for the quest log menu, may I ask you to simply move the info seen middle-right in the status menu into the formation menu and remove the status option.
Please, don't go further for now. I wouldn't want to spoil a possible release with early experimentations.

Thanks in advance!

This was also what I had in mind to get back again to the code. Generally, it depends on my four weeks old daughter when to find some time. :)

Owner

Bertram25 commented Sep 4, 2012

Great! Thanks a lot for your concerns about usability. ;)

N.B.: Off -topic, but for you to know, I'm currently working on a first forest dungeon version, on the boss sprite, and on the emote system, depending on my possibilities.
The first dungeon version will be simple and we (Lilou and me) 'll eventually build something better upon that.

who's Lilou ?

Owner

Bertram25 commented Sep 4, 2012

Well, it's my wife. XD

who's Lilou ?


Reply to this email directly or view it on GitHub:
Bertram25#11 (comment)

Owner

Bertram25 commented Sep 21, 2012

I made the menu only show equipable items when equipping a character, and show the ATK/DEF difference given by that item.
As a side note: The menu drawing logic is too heavy, and should use prepared objects changing their values only when needed.

NemesisDD referenced this issue Nov 28, 2012

Closed

Quest log #10

Contributor

IkarusDowned commented Nov 29, 2012

So I've started playing around with this, and here's a couple mid-progress changes. none of this is pushed yet because a) in complete and b) the code is terrible.

I'm slowly working through understanding how the menu system actually works :)

anyway, here's a couple suggested changes from my perspective, and feel free to veto if you like.
Here's a mid-progress idea as to what would happen to the Inventory menu once Equip and Remove are merged into it:
https://raw.github.com/wiki/IkarusDowned/ValyriaTear/Inventory_main.png

and when you hover the cursor over Equip or Remove, it would look like this:
https://raw.github.com/wiki/IkarusDowned/ValyriaTear/Inventory_main_equip_remove_option.png

when you select either Remove or Equip, you would automatically be "active" into the selected window, like so:
https://raw.github.com/wiki/IkarusDowned/ValyriaTear/Inventory_Equip_Remove_selected.png

note that the "header" options are not correct. For Remove and Equip, only Back would be available as each one would be its own window now.

the main window would have Inventory removed (which I also haven't done yet, so no screen shot for you! :p)

As you may have noticed, this deviates slightly from NemesisDD's original suggestion of going directly into the Items and equiping. Maybe I'm just old school, or have no imagination (or both!) but that felt a little unnatural to me, as the Remove screen would be like the "old" way, and the Equip would be different. Even with the old FF games, while equipment was listed in the inventory, you couldn't actually equip them from there ("why" is a question I can't answer..). My personal opinion is that we keep the Equip menu, but access it and Remove thru Inventory, as the look seems more consistant.

Good points.

One thing I've start thinking about is, if we want to have groups inventory or a one for each team member (basically, in almost all PC-RPG I know it is done in this way).

In the second case, the whole stuff could be completely simplified. Than, only the complete (including equipped and non-equipped items) is shown with the respective symbol of the location if equipped. Then, the play can go through the items and select either Use - Equip for non-equipped items and Use - Remove for equipped items. That would feel very natural for me. ;)

However, this approach is not possible for a group inventory since you cannot distguish the person who is currently equipping the item. Here I don't really know a better solution so @ikarusdowned go ahead and find a good solution. My approaches were also just drafts. :)

Contributor

IkarusDowned commented Nov 29, 2012

thats an interesting idea as well, I have a vague recollection of a couple
games I played doing that as well. "attributize" equiping instead of making
equipment itself a seperate function.
Would this also require a change in the normal "use" inventory layout?

On Thu, Nov 29, 2012 at 10:42 PM, NemesisDD notifications@github.comwrote:

Good points.

One thing I've start thinking about is, if we want to have groups
inventory or a one for each team member (basically, in almost all PC-RPG I
know it is done in this way).

In the second case, the whole stuff could be completely simplified. Than,
only the complete (including equipped and non-equipped items) is shown with
the respective symbol of the location if equipped. Then, the play can go
through the items and select either Use - Equip for non-equipped items and
Use - Remove for equipped items. That would feel very natural for me. ;)

However, this approach is not possible for a group inventory since you
cannot distguish the person who is currently equipping the item. Here I
don't really know a better solution so @ikarusdownedhttps://github.com/IkarusDownedgo ahead and find a good solution. My approaches were also just drafts. :)


Reply to this email directly or view it on GitHubhttps://github.com/Bertram25/ValyriaTear/issues/11#issuecomment-10847443.

Well, games making it exactly like that were e.g. M&M 3-5 (I don't know the other). Bascially I thing we don't need a special "use" layout anymore, since everything (use, equip, remove) is made in the same menu.

However, before going too deep into it, lets wait for some more comments of @Bertram25 or @rootslinux.

Contributor

IkarusDowned commented Nov 29, 2012

here's a couple more pics.

main menu with Equipment removed (will be filled by quest!)
https://raw.github.com/wiki/IkarusDowned/ValyriaTear/Inventory_main_no_equip.png

and here's the Equip / Remove being auto selected, and with the option boxes removed down only to Back
https://raw.github.com/wiki/IkarusDowned/ValyriaTear/Inventory_Equip_Remove_selected_fixed.png

Owner

Bertram25 commented Nov 29, 2012

Hi everyone :)

@ikarusdowned Wow, great job already!

One thing I've start thinking about is, if we want to have groups inventory or a one for each team member (basically, in almost all PC-RPG I know it is done in this way).

@NemesisDD You select the character first and then what you want to do with the items available for him?
I'm sure to get it right in fact XD.

I must say that I'm a fan of the changes made by Ikarus so far. But I'm a real pro-fighter of group (one for the whole team) inventory since it's more in the logic of the game style I want to produce (alla FFVI let's say).
To complete Ikarus work, I would simply rename the 'Use' label into 'Items' and only show the corresponding objects when selecting that menu, so that the inventory is naturally split into those two categories.

It would make things natural. I wouldn't go further in that area at all, minor tweaks for shards and key items apart.

Too much FF-like thinking here... ;)

Owner

Bertram25 commented Nov 29, 2012

Too much FF-like thinking here... ;)

I don't care ;P

But you were right, good work from @ikarusdowned . I'm looking forward in testing it. :)

Contributor

IkarusDowned commented Nov 29, 2012

Well if people are OK so far, i'll continue with this design and give you guys more solid code to take a look at.
do throw more suggestions out if you have them of course :)

Owner

Bertram25 commented Nov 29, 2012

Too much FF-like thinking here... ;)

More seriously, I prefer the group inventory since it permits the player to have a view of all the items he's got at once. But keep on bringing ideas, please. :)

Owner

Bertram25 commented Nov 29, 2012

Well if people are OK so far, i'll continue with this design and give you guys more solid code to take a look at.
do throw more suggestions out if you have them of course :)

Thanks in advance, what I saw rocks! Eh, it's becoming an actual chatroom here ;)

Well, for me character based inventory is the more natural way. But it requires more micro-management. Maybe, if we start with this we end up in requiring food for the characters... the wrong direction for this game. ;)

Contributor

IkarusDowned commented Nov 30, 2012

whew! ok, looks like its working alright, and with minimal side-effect to the current code
would someone mind checking? please pull from my github /working branch up to commit:
IkarusDowned/ValyriaTear@96a8957

if it looks alright, I'll put in the pull request

Owner

Bertram25 commented Nov 30, 2012

Arg, your commits are put all over the place in your working branch. Could you do a: 'git pull --rebase upstream'
so that everything unmerged will go on top of history, making it easier to review and easier to squash?

I'll test the branch in game in the meanwhile. :)

Thanks in advance.

Owner

Bertram25 commented Nov 30, 2012

I've tested it, and it's neat!

For now,

  • I'd simply rename 'Use' to 'Items'.
  • Harder: I would also make that the fact of entering Use/Items and selecting an equipment item
    and a character makes him equip it if possible. (Don't forget to update the item list in that case because the former equipped item would be readded in the inventory.)

Can be done in other rows:

  • I'd move the info and images seen in status to formation, and rename formation to 'Party'.
    Status could simply be removed, then.
  • Even harder: Decouple the draw and update logic by putting text content/menu pointers updates out of the draw logic
    and into the Update() calls, letting only the actual draw calls in the mother draw functions.

With all that, we'll have plenty of place to add the Quest log, and the overworld/dungeon map menu. :)
(Wait, did I mention a map menu loudly already ;])

So there finally will be a mini-map? :)

Owner

Bertram25 commented Nov 30, 2012

I must say that my very first idea was a general map menu, used to display the country where you are or the world map.

I guess the mini-map is slightly different in the concept as it will be displayed in the map mode. My only fear is cluttering the map mode gui. :)

Yep, will not be a real mini-map. But I think from implementation point of view, adding the mini-map to the menu, lets say with the options:

World Map -> show overview of visited places
Mini-Map -> Current map

That should not be too hard to implement and is in my oppinion sufficient.

... but I think the discussion should be continued in a different issue.

Contributor

IkarusDowned commented Nov 30, 2012

rebased and it looks OK now.
sending pull request...

Owner

Bertram25 commented Nov 30, 2012

... but I think the discussion should be continued in a different issue.

There is an issue for that (#23), but yeah, let's finish that one first to have a good menu gui base. :)

yeah i noticed that about the commits, apologies.

Np at all. WIP is WIP. You would be surprised by what I've got locally sometimes ;)
Plus, it was great to test it out live.

I'd simply rename 'Use' to 'Items'

no prob, will add that

Cool :)

Oh and i'm using MinGW as a compiler.

I guess a 4.4.x + C::B?

rebased and it looks OK now.
sending pull request...

Cool, I'll review it asap.

Contributor

IkarusDowned commented Nov 30, 2012

sent! as mentioned in the pull request, i haven't done te "harder" part yet. I figure better to get the small changes in first and leave the decisions up to you :)

Contributor

IkarusDowned commented Nov 30, 2012

I guess a 4.4.x + C::B?

4.7.2 of GCC with C::B 10.05

Owner

Bertram25 commented Nov 30, 2012

Ah it explains you have better warnings than me on windows XD.

@IkarusDowned IkarusDowned added a commit to IkarusDowned/ValyriaTear that referenced this issue Nov 30, 2012

@IkarusDowned IkarusDowned fixes / changes for ticket #11
added switching to equip and remove from Inventory

removed Equip from main menu

remove EQUIP field from MAIN enum

fixed some flow control issues with Back / Cancel

changed the EQUIP and sizes so only Back is available
and so that the Back button yields to the left

cast GetSelection as uint32 to prevent compiler
errors

fixed status view bug from main menu
in reality, this is all currently a dirty hack
will squash and fix all these things in a proper build

code cleanup

use->items

took care of the terrible hack for Equipment size

extranious comment deletion + EQUIP size fix
495bc60
Contributor

IkarusDowned commented Nov 30, 2012

for now, can someone close this ticket, and I'll open a different one for some menu changes.

Owner

Bertram25 commented Nov 30, 2012

for now, can someone close this ticket, and I'll open a different one for some menu changes.

If the ticket you're going to open is concerning the features and changes discussed above, I'm fine. But as I see you opened another one about technical changes, I wonder. Is it the one you talked about?

Contributor

IkarusDowned commented Dec 1, 2012

ah ok, my bad, I seem to have muddled "technical" changes with "menu" changes into a single item in my brain.
Since the original item of merging Inventory with Equip is done, its up to you wether you want to open a new ticket with the remaining items and close this one, or just keep this one open.

Contributor

IkarusDowned commented Dec 1, 2012

The menu change that came to mind was the Quest log since that was my original change plan.

Owner

Bertram25 commented Dec 1, 2012

ok, mine was the merge of the status and the formation menu into the party one, permitting to both show status info and switch party member place.
And the possibility to equip through the brand-new items menu. ;)

The QuestLog has indeed its own issue already. I'll open the two issues now and close this one, letting a reference there to keep track of their origin.

Owner

Bertram25 commented Dec 1, 2012

Closing this one as it was split into those two above.

Bertram25 closed this Dec 1, 2012

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