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i was talking about some of my old ideas, like the "in-game codex" in the other thread. i thought it would be good to also bring back the discussion about the general UI for C:BN too, since i saw there are talk on having improvement on that front for this project. to refresh memories, here's what i had in mind with the new panel system originaly:
( and i had a working prototype at the time. now, tell me it doesn't look better that way, when everything is all lined up and displayed cleanly . the idea and code were taken and reworked into what you now have today. i had no saying in the matters. and i view what they have done with it as a far cry of the original intent ).
the idea was that panels would be toggleable at will. so it would be possible to also have only one, or even zero panel displayed on screen if the player wished it so. it was also about doing everything UI related in the space used by the sidebar. nothing would ever be displayed outside that area. game area would alway be free of any panel showing up on top of it. everything would be displayed as a new, dedicated panel, and be shown in place of some other panel.
so there would have been a
read
panel, aeat
, alook around
, ause
, acodex
, evencharacter sheet
andcraft
too (with /filter there would be enough space to show a given recipe and listing needed components comfortably ) ..etc ..panels needed not to have same height, some might have taken the whole screen height (like the
character sheet
and thecraft
ones probably). one merit is that it segment it in little, self contained, units. so when working on one panel to implement something or fix a bug, it wouldn't affect the rest of the panel and code would be smaller and easier to look at too.anyway, that's the subject of this thread. let's see if that might look appealing to the other folks around here or not.
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