The screenshot does look nice. I do just hope that not all of the areas are that dark as the ones I’ve seen so far. A mixture of dark and friendly-looking environment would be great (just my opinion). f.e. diablo 2 was not varied with its dark environments.
concerning the skillbar: I would also put together all the skills and not split them up. The buttons on the left and the right can also be put together. this will make the skillbar more clearly-arranged.
One small thing though. You know those two arrows allowing you to rotate the character model? How about adding zoom? Not to ogle T&A but sometimes I like to admire a piece of gear but it’s too small to see clearly. Thanks!
Hey guys, great going so far, just a few things i thought i should add:
Firstly gameplay is always of utmost importance, and the one thing here i really think will hinder gameplay is where the health bar is situated on the screen. Ok granted maybe im just used to it being at the bottom but i think it does add value if all your bars and skills are close to eachother so that your focal point remains in a certain area.
The other thing is i think the art for certain items could definitly look a bit better. I hate comparing to Diablo 3 but i like the way blizzard has really brought those item icons to life by giving them a sort of 3d look and made the background colours different. Some of your icons look very 2d in some instances like the weapons and armour, where as the helmet icons have been drawn from a side concept which looks alot better than if you looked at it from the front. The belts look like items you would find in Kings Quest 1 :p.
Oh another thing that i hope you guys are doing is letting us bind our own keys to skills, and perhaps show the key that is binded on the actual skill icon. I know you said you want to change the layout of the skillbar so perhaps move the left skill to the far left and the right skill to the far right and make those skill blocks a bit larger than the others.
Just for the record i will definitly be buying this game and supporting you guys, just finished playing dungeon siege 3 and please do yourselve’s a favour and play it, so that you know how NOT to make an ARPG.
quote that for emphasizing it: the way to open and close your inventory for even the smallest thing - it takes ages with the same animation playing over and over again. no such thing for GD please! Same goes for steering the char… TQ like style is fine and even DS 1&2 were a lot better (at least I think so, haven’t played them in a while) Torchlight’s way of navigatiing the player is fine as well.
I do wish to shed a closer light on the weird pants once;
Not only are they drawn from front view (for the best visual effect I think that 2D objects should be drawn from an angle, no matter how slight an angle), it looks very 2D and it misses quite a lot of detail when compared to the jackets (which, imho, look pretty amazing). Weirdest thing though, have you ever seen a man who has so much space between his legs :eek:
Usually, the trouser legs meet each other up top… right?
I agree, it does look a little bit strange. Then again, maybe it’s not a men’s style. I mean, when the merchant isn’t selling any pants, and you’re fighting hoards of monsters you’d use what you could find! Right?
Sorry, but I’m not over-enthusiastic about this picture.:undecided:
Graphisms are very old school (the belts or the resistance icons), the grid seems too visible (look at this one : a lot smoother), items aren’t fit well in the boxes (the shields overflow), the helmets don’t have the same head size…
Furthermore the mana/life bars aren’t really visible. Small, located at the corner of the screen, and the colors are really really dull…
Honestly, it’s the only screenshot disappointing so far. I hope there will be a lot of improvement until the release.
I’ve been keeping an eye on this game for a while, and I finally joined the forums here, if only to say: Damn this looks good.
Being a TQ player, I love how the UI feels immediately familiar. There is a lot left to be done here obviously, but its shaping up nicely I would say
Suggestion: Put the R/L skill buttons as they were in TQ, that is on the right of the numbered skill bar, or perhaps to the left, it just doesn’t fit like this imho, kinda breaks in half. But maybe it’s just that I’m too used to the TQ one, it might work nicely if you had active skills for 1-5 and sustained buffs/rarely used skills for 6-0. But I still think it would be a good idea to put the R/L skill buttons on the side.
PS: why is there two number 5 skill buttons? <curious nitpicker detected>
Well this is just a work-in-progress, I’m sure it will get improved. Usually, first comes functionality, then the pretty shiny polish. I would take the picture more as an early glimpse instead of the final looks.
I like it. The thing is, every dungeon crawler type game that tries to re invent the fundamentals of a dungeon crawler tend to fail IMO. I typically find them very annoying and limitied. It’s not original but it’s effective and I like it. This is going to sound like a crazy question, but are there plans for joke equipment? Maybe a shield with an undead clown face or something…? Or a mace that is an arm giving the middle finger?
That UI and inventory looks pretty good. I’ll be doing my pre-order pretty soon as well.
I can’t believe so much money goes into fonts alone. It’s astounding :rolleyes: Anyway, I guess a nice sensible font is all one needs for the game? I won’t pretend to know much about it. Just seems the game already has an identity of it’s own without making a fuss over fonts :undecided: