Lootz - sneak peak at merchant and inventory

Well, you’re a designer, aren’t you? :wink:

I love the clock in TQ, it came in handy so many times.

Out of intrigue, is there any story as to why you guys put a clock in Titan Quest to begin with?

Lol, I’m a game designer, not a graphic designer!

I can’t remember exactly. What I’d really like is for the clock to show the time of day in-game too. Would be nice if the clock graphic visually changed to show the progression from day to night on the HUD. I guess I’ll just add that to my wish-list, which will already probably take 10 years to complete. :mad:

Yeah, the HUD toolbar is more of a fubar atm. It will be totally reworked.

I still think that weapons would work better if they were more unified in the inventory grid.

2x3 axes is pretty big for a one handed weapon.

But hey, the style and everything else is pretty cool.

An in-game clock would be awesome.

Looking good. I almost hovered momentarilly over the pots to find out what does what!

2 Things I forgot:

  1. That rage-face skill-button: The teeth are too white. :wink:

  2. Dude your resistances are all 0%! any range will eat you alive!!! How did you survive until lvl 30+

Great screen (except for the info page but yerkyerk already said everything about it)! Wainting for the start of the alpha get’s harder and harder with every screen and video your posting :frowning:

What makes you think I survived? This char is actually a bit old and I leveled it up at a time when there weren’t many enemies with non-physical damage attacks and also not many items with resistances. Now we have a lot more of both, so this guy probably wouldn’t last too long outside of town.

Everything looks good and it is great to see things coming together.

Thanks for the update!

I thought you decided on GD’s new font ages ago …

Unfortunately, it doesn’t look very good at certain sizes, I think because of the way the font is designed it doesn’t scale above or below a certain point.

More importantly though, it doesn’t seem like people are very happy with it in screenshots, so we’ll try for something better if we can find a better one. It is quite easy to change the font in the game. Finding the right one is the tough part.

At Iron Lore I think they spent around $30,000 licensing different fonts… We certainly don’t have that kind of money to throw around on fonts at Crate. :rolleyes:

Just tell subshape to draw some!

$30,000??

That… makes me cringe… oh god… must… not… lose faith… in humanity!

Heey there are a ton of FREE downloadable(real free) true-type fonts on the internet.
Look around and pick a good one meanwhile fans here can help and can vote for the best one.

Pick 10-20 different typez and lets vote for the best and implement that one.

Let the font hunt begin now!:cool:

This UI looks like a good base to work on. I like the square/sharpness of it and the simplicity so far.

There are some obvious clipping and overlapping problems but I am sure you will iron those out later.

My only suggestion (and those who know me from the TQ forums know my bias) but I think having the life and energy bars at the bottom of the screen is a lot more convenient. I am sure you guys are very used to having them where they are but maybe just give it a try and see how it feels.

Actually this is one of the more important suggestions for UI. In TQIT you spend a lot of time watching active skill cool-downs so you can activate them as quickly as possible. Good players try to time their swings and skill activations for a quick response. This means that the focal point of action is closer to the bottom of the screen. (Also your character isn’t actually centered on the visual display, it tends to hug down also). Having health and mana at the top means you have to change your focal point while you’re playing, which is a lot of effort.

I know from experience that most players needed that auditory ding to actually remember to pump a potion. Especially less active gamers. Their eyes naturally follow the cool down timers and their character. It would be less of a visual effort if important information was lumped closely. That way you can visually focus on a single point (contaning important cool down timers, your character, and the health bar), while keeping the general action in your peripheral vision. If anything move experience and quest things (like log skill chart etc) to the top and out of the way. Those things are rarely accessed and you don’t need them hogging up important visual real estate.

Dejnov.

Woohoo for the clock! Everything is looking great, considering the polishing hasn’t been done yet :smiley:

I know a couple of people mentioned that there are two 5’s on the toolbar… but there also seems to be a distinct lack of 9 :stuck_out_tongue:

I think any criticisms I might have are already covered. As for the font problem, how about DejaVu? Unless I’m missing something it is completely free. It’s what I use anywhere I need a clear, easy to read font and seems to scale fairly well.

Hope it’s okay, I took a couple of clips from the screenshot and inserted a few tests to compare how various forms of DejaVu would look. Serif, Sans Serif, and Mono versions were all used at least once.

I think that a themed font (a victorian font?) could really help with making the game a little more unique. There’ll be a lot of number crunching and stat comparisons, after all.

Diablo’s font style might not be the easiest to read, but it’s immediately recognizable and excites me somewhat (as it reminds me of the game), as opposed to arial-type fonts (which reminds me of business-like communication).

It is very much part of the art-style of the game.

Everything looks well, expect those belts! really they don’t fit proper in their blocks :rolleyes: