Incorporated a bunch of the suggestions from the previous char screen thread on this latest revision. Also started to get more skill icons in, although a few are still old stand-ins.
Also you may notice the swamp area has some new trees and bushes.
Holy crap! The new inventory screen, icons, new armor/weapons models all look so sweet!! Everything is looking really polished. Are those books or blueprints in the bottom-left of the dealerās shop?
Overall, really great stuff. Needless to say, weāre all so excited as we see this awesome progress.
Would be good to see a game do away with the typical ā! & ?ā for quest givers. The problem is they are stock standard and everyone knows what they mean so itās hard to implement something else⦠but surely a smart game designer could come up with a few ideas.
Awesome Work! nice to see the new HUD improvements this two months, but When will the Dungeon making? I still no see any dungeon screenies. Diabloās Progress seems to be coming up first. 2012 is near, or this game will be released in the year of 2013? I was hoping to playing this game first rather than diablo III. still very nice improvements though!
Awesome as always! =) I love the shadow/lighting/vegetation of the scenery on the swamp screenshot. And the char icon plus its frame is brilliant! All the rusty frames are also awesome!
What is on page 2 of the info screen? =)
Btw., do you play with or without AA?
I would have few notes (criticism) this time though:
It would be really great if UI was above the skill bar, it is kinda inconvenient to have it at the left top, as you are checking your skillsā cooldowns often, therefore your sight is fixed to the bottom rather than to top. I do not mind that that much, I got used to it in TQ, but stillā¦I took the TQ D2 UI mod immediately once it was releasedā¦this may be crucial with Hardcore difficultyā¦
The location name could use some better font or at least a colour. Would it be too much to ask for it to be in some kind of frame? It looks kinda wierd this way imhoā¦
The exclamation mark above the quest giverās head looks pretty bad. But again, it may be the wierd shade of the green used.
Is there a space for monster resistances (if there are any at all?) somewhere in the monster frame?
The belts look still āfunnyāā¦
Is it me or are all the body armors cut-off at the end of the sleeves?
Some items could use little more details (polygons or how is it called? But thatās 3D thing, right? Hehā¦). I guess itās money issue thoughā¦
Monstersā frame could be rusty one too imhoā¦this one does not fit there for meā¦
It seems little strange the bottom bar is part wooden and part metalā¦is it me or do the two parts (especially their colours) kinda exclude one another?
Some gear pieces seem to overlap their predesigned space (shoulders, belts, body armor)ā¦
The exclamation and question mark do look out of place, but I understand that it could be just a placeholder for now and youāll replace it later.
Itād be cool if instead of the ! and ? you used some kind of steampunk looking gear floating over their head. You could give it a different aura to denote the ! and ? states. Make one aura bluish and one greenish? Or some other colors.
See this page for some samples and maybe you can cobble something together.
Would be good to see a game do away with the typical ā! & ?ā for quest givers. The problem is they are stock standard and everyone knows what they mean so itās hard to implement something else⦠but surely a smart game designer could come up with a few ideas.
I personally donāt care for this, I donāt see the big deal - but like the other guy says, a steampunk type thing could work. Maybe a spinning cog for current quests, a still cog for possible quests?
Haha, well, this is actually an old character that was created both before there were many resist affixes as there are now and also, he really shouldnāt be level 44. I think he was about 20ish until I made a recent change to the XP system and then he jumped up to 24. Iāve scaled the XP so that the numbers would be smaller. So XP to level is much lower but monsters also give out a proportionately lower amount so that it takes the same amount of time to level. Mainly just an aesthetic thing but it PLed my char.
I love the new screenshots, this game is going to be legendary!!!
awesome work, its like watching something evolve over time, and at this rate, this game will be very matured once finished, thanks for the updates, really nice to see how things are coming along
Wow, looks great! The darker background really sets it off nicely.
So, I noticed youāre going Commando⦠⦠Ow, sorry for the horrible pun
But really, whatās with the commando?! Is that the new name for the soldier, or is it a different mix of classes?
I really like the new UI. That combination of wood and iron looks very steampunky and the same goes for the inventory. Good work on that! Some items could probably use a few more details (the rings) but I guess that just takes some more time.
A small criticism:
The fond of the location looks a little bit bland and maybe you should make it a bit smaller because it looks out of place somehow.
The fond of your HP/MP in the top-left corner doesnāt really fit the whole style of the game. Look too futuristic somehow. Like some polished chrome.
Oh right I like the ground-texture in the inventory-screenshot and the new frame for the minimap (the minimap on the fight-screen looks empty? Just not updated or is it me?).
The new Char/Inv UI is much much better than the previous one !
i.n.s.a.n.e pointed interesting points. Let me emphasize one in particular :
The top left corner is not the place where you look naturally, especially when cooldown progression is below. And the life bar/mana bar colors are still really, really dull⦠I had some stupid deaths in TQ due to the bad visibility of the life bar. And TQ life bar is much more visible than the current one in GD.
Nice UI, I like it, the only things that bug me are:
The health/energy bar, itās hard to read, especially the energy bar, very hard to tell the difference between 0 and 8 for example.
In the inventory UI, the black background behind the character blends too much with the dark equipment, some lighter color would be better imho, to make the equipment pop. Same with the equipment slots.
The location name obviously, put some background behind it to make it easier to read, this way it just floats there, feeling out of place.
Otherwise, good job, looking forward to seeing this game in action.