logang Posted June 13, 2014 Share Posted June 13, 2014 Would it be possible to alphabetize the inventory? I understand that it currently puts the most recently picked up items at the bottom, but I just think alphabetizing it would make it a bit easier to navigate. What does everyone else think? Link to comment Share on other sites More sharing options...
Guest Alan Lawrance Posted June 13, 2014 Share Posted June 13, 2014 Not hard to do, and most likely a good change to make. One other thing I'm adding soon is a filter for First Aid items.We'll discuss the alphabetize idea! Link to comment Share on other sites More sharing options...
ArrayKnight Posted June 14, 2014 Share Posted June 14, 2014 I had some thoughts last night on how I'd change the inventory system to make things a little easier/quicker to navigate and use.Tabbed FilteringIcons to represent filters (all, food, medical, clothing, material, etc)Material is the currently active filter which gives it an expanded stateComputer: click tabs to change filter; Controller: Shoulder buttons to move left/rightSorting (not pictured) [alphabetic, by weight, by popularity (usage)] Computer controls: dropdown?; Controller: Triggers to switch/invert[*]Filtered Inventory ListItems are displayed graphically, with their tile size being determined by weight; Quantity is displayed in cornerOne item will always be in active state (currently "Nail")Horizontally scrollableComputer controls: mousewheel to scroll, click to select, double-click to use/equip (shortcut); Controller: Left thumbstick to navigate, "A" to select[*]Selected ItemDisplay item details for focused item."Use" is equivalent to ["Equip", "Eat", "Drink", etc]Computer: number is input field with basic validation (1 >= n <= total), click to use/drop; Controller: d-pad up/down to increment numbers, "X" to use, "Y" to drop Link to comment Share on other sites More sharing options...
ArrayKnight Posted June 14, 2014 Share Posted June 14, 2014 Oh, and I think that items that are not stacked but are essentially the same item should all be grouped next to eachother. That way I can drop all of my extra can openers. Link to comment Share on other sites More sharing options...
Hinterland Raphael van Lierop Posted June 14, 2014 Hinterland Share Posted June 14, 2014 Nice ideas, Ray! Thanks for taking the time to articulate them so clearly.We've been thinking about the various ways to improve the UI/menu system for inventory. What we have now is functional with a basic layer of aesthetics, but not as far as we'd like to take it. In fact, UI/HUD in general is an area we expect to continue investing time in moving forward. The Tabbed Filtering is something we already have (technically) using our dropdowns. Adding icons is simply a graphical treatment on this functionality. Will probably happen.I've always liked the graphical approach but it doesn't scale nicely when you have dozens of items (even accounting for duplicates). One thing that's missing from our treatment now (we just haven't had the UI art bandwidth to finish this part) is all the gear item portraits. Definitely something we'll keep working on. These are great ideas -- thank you. (Have you done this before?) Link to comment Share on other sites More sharing options...
ArrayKnight Posted June 14, 2014 Share Posted June 14, 2014 Yea, I've done things similar to this a lot. I'm a web developer with over a decade of experience. My girlfriend is a creative director with even more experience (but on the design side). We both have worked with major corporations as well as with creative/ad agencies.Looking forward to seeing the direction you end up taking things. Link to comment Share on other sites More sharing options...
Hinterland Raphael van Lierop Posted June 14, 2014 Hinterland Share Posted June 14, 2014 Well then definitely keep that feedback coming! It's obviously coming from an informed place. Link to comment Share on other sites More sharing options...
RJIII Posted June 15, 2014 Share Posted June 15, 2014 Just to add my crap, but this is a very clunky aspect of the game. if we have to live in a world of constantly accessing our inventory it needs to be tight. Most of the game interaction is eating food, improving clothing options, and making fire and related aspects of such. inventory system has to be tight as heck. Link to comment Share on other sites More sharing options...
Hinterland Raphael van Lierop Posted June 15, 2014 Hinterland Share Posted June 15, 2014 Yup, we agree in the importance of the inventory and all UI elements being "tight".That's why the game is still an Alpha. Link to comment Share on other sites More sharing options...
logang Posted June 15, 2014 Author Share Posted June 15, 2014 I like the current drop down filtering and inventory system in general. A graphical inventory would be cool but I would rather a larger number of in world items if we can only have one or the either. Link to comment Share on other sites More sharing options...
Hinterland Raphael van Lierop Posted June 16, 2014 Hinterland Share Posted June 16, 2014 I like the current drop down filtering and inventory system in general. A graphical inventory would be cool but I would rather a larger number of in world items if we can only have one or the either.Aiming for both! Link to comment Share on other sites More sharing options...
logang Posted June 16, 2014 Author Share Posted June 16, 2014 That would be great, looking forward to seeing it implemented Link to comment Share on other sites More sharing options...
ArrayKnight Posted June 25, 2014 Share Posted June 25, 2014 Each layer could be labeled or simply color coded.I feel like these two major modules of information should be viewable without interrupting movement (maybe pressing and holding "Q"?) Link to comment Share on other sites More sharing options...
ArrayKnight Posted June 25, 2014 Share Posted June 25, 2014 Link to comment Share on other sites More sharing options...
ArrayKnight Posted June 25, 2014 Share Posted June 25, 2014 Link to comment Share on other sites More sharing options...
ArrayKnight Posted June 25, 2014 Share Posted June 25, 2014 Link to comment Share on other sites More sharing options...
Bill Tarling Posted June 25, 2014 Share Posted June 25, 2014 I do like that quick view of items worn [i never notice when my jeans wore off completely and I've been running around the fields naked in the game)Compass: While it would make keeping track of directions easier, I think it would be counterproductive to the experience -- part of the experience is navigating by instinct or recognized locations. One part I [sadistically] enjoy is how easy it is to lose bearings and get lost during a blizzard... I've overshot my expected destination many times and ended up walking in circles (which is probably what would happen in real life too)Temperature: again, nicer to have [easier] -- but info is available in panel. One nice thing with it display however would be to see if windchill is less facing different directions, or when hugging closer to landscape cover while traveling.Other interfaces do look much more accessible for usage.Personally I like all the graphical approaches you've shown in the examples -- but then again I'm not a regular gamer, so what makes it easier for me to use would probably ruin the challenge experience for others.Very nice screen panel usage and layout Link to comment Share on other sites More sharing options...
RJIII Posted June 26, 2014 Share Posted June 26, 2014 Amazing work arrayknight! I do quite a bit of ui for work myself and this is really well thought out. However my personal feeling about UI in first person game is "less is more" especially in this game, points below.1. remember that McKenzie is lost in the woods after a plane crash, he has no compass, furthermore, after these strange solar events we don't know if a compass will even work.2. the screen starts to really get cluttered, it's nice to have some of this info but if you want to know where the sun is, look up.3. no map, making it way too easy. after a few runs I started to orient myself with landmarks just like I do when I go to new campsite or town.that being said, I really love your inventory and physical status layout. as long as I can hide that away and enjoy the game I'm happy. I just hate the feeling that I'm piloting a robot, not a guy who is lost in woods after an indescribable natural event. Link to comment Share on other sites More sharing options...
ArrayKnight Posted June 26, 2014 Share Posted June 26, 2014 You're absolutely right about the compass. But the reason I included weather/time was for when you're indoors. That data already exists today, i just made graphic. The map has not yet made it into the game, but the tab for it exists. Link to comment Share on other sites More sharing options...
RJIII Posted June 26, 2014 Share Posted June 26, 2014 Hear ya! and I don't want to dismiss your awesome work here, you are really a pro at layout and end-user logic but... remember there is no internet, no TV, and no radio after the solar event. Essentially McKenzie is technology blind. In my opinion, that is a very appealing aspect of the game. I can turn off my phone put the head phones on and just drift through the forest. My only concerns are food, warmth, rest, hydration, and however I can get it. Just opinions here and I mean no insult you have clearly been an amazing contributor here and it is duly noted :] Link to comment Share on other sites More sharing options...
ArrayKnight Posted June 26, 2014 Share Posted June 26, 2014 [*]Need is replaced with Yield.[*]Repair is replaced with Salvage. Link to comment Share on other sites More sharing options...
Hinterland Raphael van Lierop Posted July 2, 2014 Hinterland Share Posted July 2, 2014 Awesome to see all this thought put into ideas for UI/HUD!In general, the goal with UI/HUD is to put more info into the world and have less in traditional menus and HUD elements. Also, the post-digital nature of the world means we'll avoid the use of a lot of "readouts". So, think along the lines of more diegetic feedback, less the traditional fighter aircraft HUD style you see in most FPSs.Some great ideas in here though! We'll be making an announcement related to UI soon that I think will excite you guys quite a bit. I know I'm excited. Link to comment Share on other sites More sharing options...
ArrayKnight Posted July 16, 2014 Share Posted July 16, 2014 Link to comment Share on other sites More sharing options...
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