I've been working on a custom UI for a Protoss RPG/potential campaign, and I'm going to showcase the UI here. If I can get videos of it in the future I'll update the post, for now, just enjoy the screens. :) Keep in mind it's a work in progress, but here's what's functional so far:
Quests button/frame
Skills button/frame
Items button/frame
Unit Info tabs (which change depending on which unit is clicked)
In the near future:
Functional skills hotkey bar (highlighted selection in screenshot)
Functional quests frame (multiple pages, active and completed quests)
Functional skill tree frame (showing, obviously, skill progression/requirements; ability to select abilities and assign them to the hotkey bar)
Looks great,
personally I think the X-button on the fully transparent background looks a little out of place. It's just "floating in mid-air" - also it looks different from all the protoss-ish buttons and decoration all around.
One question - how do you get your text in the quest log centered? So that it's right in the middle of the quest box. Do you manually change it depending on the text's length or is there a better way to do it?
Thanks, yea you're right, maybe I'll move it up a bit or choose another button...
I set the text myself, but the width for all the Objective labels is the same. Wide enough that they span from the edge of the Quest icon to the edge of the "X" button. 2 lines of text is plenty for an objective... anymore could be placed in a tooltip, or potentially another popup if the Quest icon is clicked.
The only thing I change is the vertical offset. Took a while to setup the first time, but it's actually fairly easy to update. I would just refer to the quest_dialog_item[#] in the future and modify the text. :)
You don't need a button, make it so the player must click a second time on the quest item, by setting a boloean variable for each of the 3 items being shown= true or false.
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I've been working on a custom UI for a Protoss RPG/potential campaign, and I'm going to showcase the UI here. If I can get videos of it in the future I'll update the post, for now, just enjoy the screens. :) Keep in mind it's a work in progress, but here's what's functional so far:
In the near future:
@QMJ3: Go
Updated:
That's a pretty nice concept you have there. Keep up the good work :>
@QMJ3: Go
I like. It's clean, it's minimalist, and it looks quite functional.
Looks great,
personally I think the X-button on the fully transparent background looks a little out of place. It's just "floating in mid-air" - also it looks different from all the protoss-ish buttons and decoration all around.
One question - how do you get your text in the quest log centered? So that it's right in the middle of the quest box. Do you manually change it depending on the text's length or is there a better way to do it?
@s3rius: Go
Thanks, yea you're right, maybe I'll move it up a bit or choose another button...
I set the text myself, but the width for all the Objective labels is the same. Wide enough that they span from the edge of the Quest icon to the edge of the "X" button. 2 lines of text is plenty for an objective... anymore could be placed in a tooltip, or potentially another popup if the Quest icon is clicked.
The only thing I change is the vertical offset. Took a while to setup the first time, but it's actually fairly easy to update. I would just refer to the quest_dialog_item[#] in the future and modify the text. :)
Really really great. s3rius is right. Maybe you should integrate that x inside the border, corner of border.
Looks amazing but shouldn't this be triggers?
@QMJ3: Go
You don't need a button, make it so the player must click a second time on the quest item, by setting a boloean variable for each of the 3 items being shown= true or false.