Added Beta battle UI many improvements to come! the UI that you see in the picture is 100% functional. updated on the main post! or you can see it here.
Mmm I like the UI. It could use a small touch here and there to make it more clean like/than the original game. Great job so far!
-For the Command Select buttons, the font size can be reduced a bit for the word to fit into the buttons. You can also Bold and gradiant the text white/grey to make it seem like it's not just hovering over the button.
-TP can be replaced with the word Tech.
-The Gauge width can be reduced in this map so we don't see the bar stretching outside people's screen on small resolutions.
-The character hud can be wider.
You can really see the similarity with this comparison!
Is there going to be any other usage with Libra other than looking for weakness, since you're not going to be using Auto-Battle?
Mmm I like the UI. It could use a small touch here and there to make it more clean like/than the original game. Great job so far!
-For the Command Select buttons, the font size can be reduced a bit for the word to fit into the buttons. You can also Bold and gradiant the text white/grey to make it seem like it's not just hovering over the button.
-TP can be replaced with the word Tech.
-The Gauge width can be reduced in this map so we don't see the bar stretching outside people's screen on small resolutions.
-The character hud can be wider.
You can really see the similarity with this comparison!
Is there going to be any other usage with Libra other than looking for weakness, since you're not going to be using Auto-Battle?
i have increased the size of the buttons, and made a few other things fixed such as the TP number. I did add a enemy units panel to the upper left to help you select units easier and know what unit you are currently targeting.
all the font seen here is being worked on, it is very hard to find the correct font, its not like word where you can just select bold and it will be bold. you have to text every font until you find the one you want to use at the size you want.
as for screen resolution, the screen shot that you see here is at the games min screen resolution 1024x768 32bit. i am building all of my UI at this resolution.
yeah i have created a way to set the scale that all my UI elements are based off of. anyway scale is not a issue when you are developing on the smallest resolution the game supports.
I was thinking that we can have a world map that we can walk in like in ff1 through 6. Just make a super tiny unit in a big land scape. Tiny forest with no collision to indicate forest landscape etc. Random encounters when walking in world map?
lol perfect then, i think for the world UI there will only be a menu button and the mini-map. the game menu is coming together here are the options that are going to be available:
Crytarium
Items
Party
Quests
Main Menu
System Menu
Help
Save
You will also be able to see the status screens of yourself or your party members by clicking on their Avatars in the menu screen. the menu screen will be the same as FF13
Hey guys sorry i have not posted lately let me give you an update to what i have been up to the last week.
I have a few enhancements that i have been working on.
first off is more than one map. I have decided that the game will consist of 3 maps total. a few leaps and bounds with this. First challenge was the party system, second was communicating. and i am happy to report that i got both features working across maps. Details to follow:
Chat enhancements:
If you type a chat message in chat it will display regardless of what map you are in.
Typing /p or /s simmilar to WoW will change your chat modes. this will also change the color of the text displayed.
Chat history will be kept in a custom dialog to carry history from map to map.
Game Improvements:
I have finished the enemy spawning system and Tethering AI (how long the mos will chase you ect)
I have finished the stagger system. (included max stagger if you approach a unit from behind) (Due to the complex nature of the stagger system to simplify it a little the enemies will have stagger values and it will be based on a % of that value so max stagger is 100% but the amount of the enemy stagger varies on the enemy)
PvP is being Thought up!
I hope to have a arena on one of the maps that teams can face off in.
there will be PvP damage and PvE (you dont need to do 10K to a player)
?? any more ideas??
The first crystarium trees are almost done! this means the real time turn by turn battle system will be demoed soon!
More to come so stay tuned folks! I posted a contest for 3d models:
Can we get an idea of how this "moving through maps" idea work? If like 6 people were originally in one game, and someone walks to a region that brings them to another map, will the other 5 be able to follow that same person? Or are we going to have something happen like 6 people playing on one map and another 6 is playing on another, and when one person walks to the other map, they join the other 6?
Can we get an idea of how this "moving through maps" idea work? If like 6 people were originally in one game, and someone walks to a region that brings them to another map, will the other 5 be able to follow that same person? Or are we going to have something happen like 6 people playing on one map and another 6 is playing on another, and when one person walks to the other map, they join the other 6?
I'm lost o.o lol
yes all the maps will be qued at the start of the first map and each player can go to the different maps with each other, just think of the system as zones and there is a load screen for each zone. players will be able to go freely through the maps with each other. the menu will have a player status button to see what map or "Zone" the other players are in, in case you want to join them.
in other news!
I will be releasing footage tomorrow of the menu screen, i have been working hard on it and it looks beautiful. I also made some change to the battle UI and it is starting to look a lot better also. I am very excited to show you guys these systems.
after the menu is done i will have the foundation UI elements of the game and their trigger systems in place and will be working on spells next. at this point in the overview manager i currently have for triggers:
Actions: 1806
Conditions: 367
Events: 42
Folders: 55
Functions: 46
Function calls: 2,722
Parameters: 212
Triggers: 78
Variables: 397
total of 3.34mb in triggers.
and i am about 1/2 way done. so lots of work to do yet the total map size is 7.06mb(Compressed) the first mod (With all the custom 3d models) is at 6mb and the second mod is at 9mb (the game sounds)
so HUGE project and i hope to expand it further if blizz decides to make the storage limits higher. I hope to have the game menu done tonight so tomorrow (probably night) i can post a video.
I will also will be introducing the PvP system that i am working on that will enable you to battle other players!
yes all the maps will be qued at the start of the first map and each player can go to the different maps with each other, just think of the system as zones and there is a load screen for each zone. players will be able to go freely through the maps with each other. the menu will have a player status button to see what map or "Zone" the other players are in, in case you want to join them.
in other news!
I will be releasing footage tomorrow of the menu screen, i have been working hard on it and it looks beautiful. I also made some change to the battle UI and it is starting to look a lot better also. I am very excited to show you guys these systems.
after the menu is done i will have the foundation UI elements of the game and their trigger systems in place and will be working on spells next. at this point in the overview manager i currently have for triggers:
Actions: 1806
Conditions: 367
Events: 42
Folders: 55
Functions: 46
Function calls: 2,722
Parameters: 212
Triggers: 78
Variables: 397
total of 3.34mb in triggers.
and i am about 1/2 way done. so lots of work to do yet the total map size is 7.06mb(Compressed) the first mod (With all the custom 3d models) is at 6mb and the second mod is at 9mb (the game sounds)
so HUGE project and i hope to expand it further if blizz decides to make the storage limits higher. I hope to have the game menu done tonight so tomorrow (probably night) i can post a video.
I will also will be introducing the PvP system that i am working on that will enable you to battle other players!
Will you be importing your own custom units or just using sc2 units for this?
@Metal1Dragon: Go
i will have my own custom unit models
@Pandaros_Brewmaster: Go
Mmm I like the UI. It could use a small touch here and there to make it more clean like/than the original game. Great job so far!
-For the Command Select buttons, the font size can be reduced a bit for the word to fit into the buttons. You can also Bold and gradiant the text white/grey to make it seem like it's not just hovering over the button.
-TP can be replaced with the word Tech.
-The Gauge width can be reduced in this map so we don't see the bar stretching outside people's screen on small resolutions.
-The character hud can be wider.
You can really see the similarity with this comparison!
Is there going to be any other usage with Libra other than looking for weakness, since you're not going to be using Auto-Battle?
i have increased the size of the buttons, and made a few other things fixed such as the TP number. I did add a enemy units panel to the upper left to help you select units easier and know what unit you are currently targeting.
all the font seen here is being worked on, it is very hard to find the correct font, its not like word where you can just select bold and it will be bold. you have to text every font until you find the one you want to use at the size you want.
as for screen resolution, the screen shot that you see here is at the games min screen resolution 1024x768 32bit. i am building all of my UI at this resolution.
I should have battle UI ALPHA v0.02 tomorrow.
You should create different buttons for different resolutions as there isn't a way to rescale dialog images if I aint wrong?
@Kimphoe: Go
yeah i have created a way to set the scale that all my UI elements are based off of. anyway scale is not a issue when you are developing on the smallest resolution the game supports.
I was thinking that we can have a world map that we can walk in like in ff1 through 6. Just make a super tiny unit in a big land scape. Tiny forest with no collision to indicate forest landscape etc. Random encounters when walking in world map?
battleui looks awesome, cant wait to see more pics :p
Updated main post with Battle UI ALPHA v0.02 as always all pics can be found here:
http://www.sc2mapster.com/maps/final-fantasy-13-open-rpg/
Video of the UI in action is on it's way in a minute once its done uploading to youtube. Input is always welcome =)
Video posted. could not use you tube they butchered the quality, ended up going with vimeo much better.
Neat. I can't think of anything else to say lol.
@DarkForce9999: Go
lol perfect then, i think for the world UI there will only be a menu button and the mini-map. the game menu is coming together here are the options that are going to be available:
You will also be able to see the status screens of yourself or your party members by clicking on their Avatars in the menu screen. the menu screen will be the same as FF13
Any progress? :D
Hey guys sorry i have not posted lately let me give you an update to what i have been up to the last week.
I have a few enhancements that i have been working on.
first off is more than one map. I have decided that the game will consist of 3 maps total. a few leaps and bounds with this. First challenge was the party system, second was communicating. and i am happy to report that i got both features working across maps. Details to follow:
Chat enhancements:
Game Improvements:
More to come so stay tuned folks! I posted a contest for 3d models:
http://forums.sc2mapster.com/development/artist-tavern/2462-contest-3d-modeling/
My Team is also looking for 3d modelers and Animators!
http://www.sc2mapster.com/teams/pandora/
@Pandaros_Brewmaster: Go
Can we get an idea of how this "moving through maps" idea work? If like 6 people were originally in one game, and someone walks to a region that brings them to another map, will the other 5 be able to follow that same person? Or are we going to have something happen like 6 people playing on one map and another 6 is playing on another, and when one person walks to the other map, they join the other 6?
I'm lost o.o lol
yes all the maps will be qued at the start of the first map and each player can go to the different maps with each other, just think of the system as zones and there is a load screen for each zone. players will be able to go freely through the maps with each other. the menu will have a player status button to see what map or "Zone" the other players are in, in case you want to join them.
in other news!
I will be releasing footage tomorrow of the menu screen, i have been working hard on it and it looks beautiful. I also made some change to the battle UI and it is starting to look a lot better also. I am very excited to show you guys these systems.
after the menu is done i will have the foundation UI elements of the game and their trigger systems in place and will be working on spells next. at this point in the overview manager i currently have for triggers:
total of 3.34mb in triggers.
and i am about 1/2 way done. so lots of work to do yet the total map size is 7.06mb(Compressed) the first mod (With all the custom 3d models) is at 6mb and the second mod is at 9mb (the game sounds)
so HUGE project and i hope to expand it further if blizz decides to make the storage limits higher. I hope to have the game menu done tonight so tomorrow (probably night) i can post a video.
I will also will be introducing the PvP system that i am working on that will enable you to battle other players!
Yay! This will be great to see.
@DarkForce9999: Go
Here is a sneak peak of the Menu tour i will be giving tomorrow just for you dark =)
(Insert Swear Word Here) (Insert Cool Word Here)! I have work tomorrow T.T
lol yeah i have the day off thanks to memorial day, hopefully i get most of the Menu done so i have lots to show!