Sunday, May 22, 2016

User Interface and Customization

When I first started Bounty, one of the most important things I had to do was design an interface that would stick. While I figured that the interface would have to be improved and changed as time went on, it was important that it could hold everything that I wanted to shove into it. For this reason, the interface in Bounty is slightly more complicated than some similar text-based games, for better and for worse. 

The best aspect is that I can implant menus, status screens, options, or anything else with impunity. Some menus contain just a few buttons, while others contain stacks of buttons and information. Every screen is designed separate from the others, although a few screens actually share so many features that they're indistinguishable. Some screens could be designed in a similar manner, but I've opted to make them look different enough so that it's easy to tell by the organization of the screen what you're looking at - the rules menu shouldn't be easy to confuse with other menus, for example.

This approach isn't without any downsides. Unlike similar games, I don't have one static region to print data to. Bounty's menus can have text in different regions which can be a challenge to work around sometimes. I've dubbed the text boxes "readers", as I've experimented where they should be placed in order to maximize the amount of text that can be displayed without taking too much real estate on the screen. 

This is what it looks like when I'm editing screens.
Every screen has three types of elements that are placed into sectors: buttons, readers, and text boxes. Buttons are simple enough to understand, and come in a few different sizes, ranging from a whole sector, to half a sector, down to the circular buttons in the corner of the screen used to continue to the next page of encounters. Left-clicking a button cycles to the next option, and right-clicking reverts to the previous option. Readers are designed individually for each screen for the sole purpose of outputting the data that the player needs/wants to know, from stats, to lists of perks, to item descriptions. Finally, text boxes are regions where you can click to begin typing in. What, you don't remember any text boxes in the game? That's because the first usage is being implemented in this next update to collect a character name.

This might sound boring, but the reason I'm writing about (or thinking loudly about, more like it) the user interface is because I'm finally completing the final screen of character creation, which is the screen where you can customize the appearance of your character. When deciding how to implement the interface for customizing your characters, there were a few options, and one stuck out as the clear winner due to the way the engine is built. I could have displayed multiple screens asking for individual traits, i.e. "What is your skin color?" where you would click a button before choosing to move to the next decision, but that would have been a waste of time, for both me and anyone who plays the game. If this game was a graphical game, I'd have to display the character, and have tabs to cycle between customization options, but this isn't the case, either. 

In the end, I decided to just display the customization options on one screen. In this manner, all of the options are available at a first glance, so there should be no backpedaling during character creation.

I feel like I wrote this post for the purpose of posting this image.
There are also a few things I wanted to share about the character creation. Each race has a different range of possible skin colors. Humans have the most common set of skin tones, which are included with most elves and dwarves. Other races have variations and limitations on their skin colors. Hair and eye colors aren't limited by race, but they are limited to natural(ish) colors (at least until changes can occur mid-game.) Some races have options exclusive to them, such as the "Elf Ears" option shown above. Height/weight are based on the averages for your race - playing a halfling and choosing average means you are average for a halfling. Finally, the "Other" option encompasses things such as freckles.

I've been inserting tags into all of the current events. I'm not finished yet, but the events definitely feel more tailored for the character.

5 comments:

  1. Have you added random gangbangs yet?

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    Replies
    1. I have a test version of it implemented right now (read: low text version), but I feel like it's contributing to the total collapse of the leveling system.

      I need to get something better in place for experience, because as some of the more detailed playthroughs in previous comments have noted, group activities are breaking the experience system.

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  2. Well i noticed the lack of comments and i simply wanted to say that i, for one, am looking forward to an update. I am really appreciating this game and can<t wait to get some new stuff.

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  3. Hey, just wanted to say that I really enjoy your game and appreciate your work.

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  4. Is this game still in development? There hasn't been an update in ages and it's a good game so more content would be amazing!

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