Work hours cut from 60 to 40; so I have started progressing with the map. Main page has been updated. I will be making a video soon; to show off my UI and working systems.
Had a nice hawaiin vacation; took some time away from the editor; and ready to see what I can get done before this 4 months contest is over. With that in mind: I give this contest the middle finger because in no way will I be ready for it, though it taunts me so.
My next plan of attack before I most likely take another break from the editor to recoup: (More for me to remember than anything you should care about)
Hero Selection UI Touched up
Finish Grendal Skills /Aminations
Instance Joining UI made pretty
Instance Playthrough setting system (1,2,3)
Instance Finishing UI
Boss Battles System Created
Separate Arena for testing boss battles
Tutorials for all existing components of the game
This is my goal for the next 3 months. If I can complete all of it to my satisfaction, I will upload a public version for testing, and to be entered into the contest. Though with 1 playable dungeon; I have no intention of winning. It would be neat to see if I can get 3-4 votes though. IMO 1 vote=10,000 people liked it; and nothing can change my mind on that fact!
A new video to highlight my move to data for a while; getting boss fights setup so I can continue with my systems after I know what I will be working with.
I have touched up most of my UI, made buttons highlight when hovered; almost all buttons have short tooltips. There is a "information" dialog now. Almost any question you may have can be answered with a nearby click of "more info". About 3200 words worth of tips; organized and crammed as much as possible into bits that can be read in a minute each. My instance playthrough basic has been setup; the advanced part has not. Instance finishing UI has also not been setup; nor has anything else on that list yet...
To do, in order, for this contest thingy right meow:
Create a boss battle and setup the foundation for all future boss battles.
Set up the arenas and systems for using said arenas, for above said boss battles, I said.
Create an instance complete dialog, with bonus' for various levels of completion, and the ability to gamble away tokens.
Create the basic unit additions for the playthrough system.
Finish Grendals Skills!!!!
Anyone who watches the new videos, please point out anything that you may find confusing. I know that I go fast; no one wants to spend 15 minutes watching and reading colorful dialogs. I am trying to make it as streamlined as possible; intuitive, is the word.
Anything that can be more "intuitive" in nature; I will try my damndest to include.
New video; not a whole lot of update-ness, but I like the new look.
Anyone who watches the new videos, please point out anything that you may find confusing. I know that I go fast; no one wants to spend 15 minutes watching and reading colorful dialogs. I am trying to make it as streamlined as possible; intuitive, is the word.
There's a lot of stuff going on in the UI. I would suggest settling for a single complement or triad color scheme (and then stick to that; the current amount of colours confuse more than anything. Your buttons' foregrounds (text) also have the same colour as their backgrounds, making it difficult to read. Mind that the goal of your UI is to present information in the best possible way, so try keep it nice and clean. You should also consider not using images (or at least not colourful ones) as backgrounds for text fields. That's just my opinion at least.
Vincent, yes that is the Shat man! I stumbled across that song last week and just couldn't help myself.
Scorp: Thanks for the feedback. I have set the text color on all buttons to yellow. In some cases, I had accidently placed the glow OVER the lable; so I double checked on all of them and corrected any that were like that. All images that appear behind text have been greyed/darkened out a lot. I do not like the "black slate" background, but I agree that a few of them had too much going on behind the words. The only exceptions are that the "purchase" buttons still have a yellow glow behind yellow words. It is pretty easy to read the words though; as the glow is a lighter tint; the other exception being the skill selection screen; when you pick a skill and the text for the skill is displayed on the skill tree background image. Hovering over the skill before you pick it shows to words clearly on a solid background; and trying to fade out for the text area made it look pretty stupid.
Also a huge plus (that I cannot really show, you will have to take my word for it) is that I record videos in windowed mode; so everything is a bit more pixelated and blurry to start with; then my video recorded is a bit blurry also. When playing the game in full screen mode (even at low resolution) the text is MUCH easier to make out.
It does look better now with those suggestions though ^_^ thanks!
I am actually working on creating skills for boss fights now; which is something i have little knowledge of. I spent pretty much an entire day making a charge skill that is completely behavior based (so i can add it to any unit on a whim) that knocks units out of the way and damages them, of an unstoppable charge in a straight line! I have thought of 2 other ways to make the skill; so will be making them as well; just for some more experience in the data editor.
Work hours cut from 60 to 40; so I have started progressing with the map. Main page has been updated. I will be making a video soon; to show off my UI and working systems.
Skype: [email protected] Current Project: Custom Hero Arena! US: battlenet:://starcraft/map/1/263274 EU: battlenet:://starcraft/map/2/186418
Is this like :
Cause I really loved that game before it got cancelled :/
T.
My Starcraft II Tutorials Youtube Channel
My Basic Moddeling Tutorials Youtube Channel
My assets here
I have never heard of that game until you mentioned it. We may be similar though, I cannot say.
What did you enjoy most about the game? Maybe I can try to include concepts that dont sway the direction of my game.
Skype: [email protected] Current Project: Custom Hero Arena! US: battlenet:://starcraft/map/1/263274 EU: battlenet:://starcraft/map/2/186418
New video to show off a bunch of my updated custom UI. Not showing everything, but most of it.
Skype: [email protected] Current Project: Custom Hero Arena! US: battlenet:://starcraft/map/1/263274 EU: battlenet:://starcraft/map/2/186418
Had a nice hawaiin vacation; took some time away from the editor; and ready to see what I can get done before this 4 months contest is over. With that in mind: I give this contest the middle finger because in no way will I be ready for it, though it taunts me so.
My next plan of attack before I most likely take another break from the editor to recoup: (More for me to remember than anything you should care about)
Hero Selection UI Touched up
Finish Grendal Skills /Aminations
Instance Joining UI made pretty
Instance Playthrough setting system (1,2,3)
Instance Finishing UI
Boss Battles System Created
Separate Arena for testing boss battles
Tutorials for all existing components of the game
This is my goal for the next 3 months. If I can complete all of it to my satisfaction, I will upload a public version for testing, and to be entered into the contest. Though with 1 playable dungeon; I have no intention of winning. It would be neat to see if I can get 3-4 votes though. IMO 1 vote=10,000 people liked it; and nothing can change my mind on that fact!
Skype: [email protected] Current Project: Custom Hero Arena! US: battlenet:://starcraft/map/1/263274 EU: battlenet:://starcraft/map/2/186418
A new video to highlight my move to data for a while; getting boss fights setup so I can continue with my systems after I know what I will be working with. I have touched up most of my UI, made buttons highlight when hovered; almost all buttons have short tooltips. There is a "information" dialog now. Almost any question you may have can be answered with a nearby click of "more info". About 3200 words worth of tips; organized and crammed as much as possible into bits that can be read in a minute each. My instance playthrough basic has been setup; the advanced part has not. Instance finishing UI has also not been setup; nor has anything else on that list yet...
To do, in order, for this contest thingy right meow: Create a boss battle and setup the foundation for all future boss battles. Set up the arenas and systems for using said arenas, for above said boss battles, I said. Create an instance complete dialog, with bonus' for various levels of completion, and the ability to gamble away tokens. Create the basic unit additions for the playthrough system. Finish Grendals Skills!!!!
Anyone who watches the new videos, please point out anything that you may find confusing. I know that I go fast; no one wants to spend 15 minutes watching and reading colorful dialogs. I am trying to make it as streamlined as possible; intuitive, is the word.
Anything that can be more "intuitive" in nature; I will try my damndest to include.
New video; not a whole lot of update-ness, but I like the new look.
Skype: [email protected] Current Project: Custom Hero Arena! US: battlenet:://starcraft/map/1/263274 EU: battlenet:://starcraft/map/2/186418
@GlornII: Go
The song had me laughing my ass off. That's shatner right?
There's a lot of stuff going on in the UI. I would suggest settling for a single complement or triad color scheme (and then stick to that; the current amount of colours confuse more than anything. Your buttons' foregrounds (text) also have the same colour as their backgrounds, making it difficult to read. Mind that the goal of your UI is to present information in the best possible way, so try keep it nice and clean. You should also consider not using images (or at least not colourful ones) as backgrounds for text fields. That's just my opinion at least.
Vincent, yes that is the Shat man! I stumbled across that song last week and just couldn't help myself.
Scorp: Thanks for the feedback. I have set the text color on all buttons to yellow. In some cases, I had accidently placed the glow OVER the lable; so I double checked on all of them and corrected any that were like that. All images that appear behind text have been greyed/darkened out a lot. I do not like the "black slate" background, but I agree that a few of them had too much going on behind the words. The only exceptions are that the "purchase" buttons still have a yellow glow behind yellow words. It is pretty easy to read the words though; as the glow is a lighter tint; the other exception being the skill selection screen; when you pick a skill and the text for the skill is displayed on the skill tree background image. Hovering over the skill before you pick it shows to words clearly on a solid background; and trying to fade out for the text area made it look pretty stupid.
Also a huge plus (that I cannot really show, you will have to take my word for it) is that I record videos in windowed mode; so everything is a bit more pixelated and blurry to start with; then my video recorded is a bit blurry also. When playing the game in full screen mode (even at low resolution) the text is MUCH easier to make out.
It does look better now with those suggestions though ^_^ thanks!
I am actually working on creating skills for boss fights now; which is something i have little knowledge of. I spent pretty much an entire day making a charge skill that is completely behavior based (so i can add it to any unit on a whim) that knocks units out of the way and damages them, of an unstoppable charge in a straight line! I have thought of 2 other ways to make the skill; so will be making them as well; just for some more experience in the data editor.
Skype: [email protected] Current Project: Custom Hero Arena! US: battlenet:://starcraft/map/1/263274 EU: battlenet:://starcraft/map/2/186418