DSB goals
Posted: Fri May 18, 2007 6:11 am
What is the ultimate vision for DSB? Is it planned to match the original as closely as possible in look and feel? Or is there room for GUI changes/additions?
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Well, to be honest, both.Kain wrote:Is it planned to match the original as closely as possible in look and feel? Or is there room for GUI changes/additions?
Missed that thread. Some nice ideas there and that would account for setting aside a couple slots for "rings". The interface itself only has room for one more slot (next to the right arm), so object stacking would be very handy for expanding the maximum inventory.Sophia wrote:Interesting ideas :)
You might want to look at this thread:
http://www.dungeon-master.com/forum/vie ... hp?t=26535
It has a bunch of thoughts for possible ways of changing the inventories around. Though this thread has languished somewhat, I do want to say that I've not forgotten about it-- adding much more flexibility in changing the inventory around remains something I'd like to do.
I've done something like this in the past. Here are some ideas for the mechanics. Let's assume arrows for this example.Multiple objects in one slot is another matter. Though from the standpoint of data structures, with the way DSB is designed it truthfully wouldn't be that horrific, from one of user interface, I wouldn't know where to begin, not to mention telling the engine how existing objects would fit in such a scheme. This is not to say I don't like the idea...
This, I think is something that would be hard-coded into the engine since (not knowing lua that well) I don't think a dynamic map display would be doable in script and the tool views would have to have both static (map is pretty much static) as well as interactive buttons for the navigation.As for the "tool" view, it seems like the best approach would be to allow some sort of subrenderer/canvas/whatnot for the various GUI elements... do you see these "tool" views as allowing interactive buttons, or being simply static graphic displays?