Making the item picture and description part of the interface "device" - good. Very nice.
Lowering the visible inventoryspace even further, not good at all. But I give you that considering the 5 minutes it took you to make it.
That was my reaction as well. Inventory is fine, but those weapons have got to go. They look friggin' ridiculous.natraj wrote:I like the inventory.
But, taking a look a the sniper rifle...please, don't make weapons ridiculously big in comparison to characters. I'm so fed up with this WOW-style graphics...
- agree about the weapon proportions: they just look too big to me
The green is, again, too much connected to Fallout in my opinion. The yellow would be fine, as it was pretty common in late-80s monochrome monitors. But blue is a neat idea, too.Woolfe wrote:I don't like the Green. Or the yellow overly much.
What about white on Blue? Like a lot of the Bios screens? Or the Commodore 64 and similar systems?
Bah... the C64 worked on Tv's and those things lasted forever. Up until about 6 or 7 years ago they ran the timetable display system for the train network here in Brissy.TΛPETRVE wrote:The green is, again, too much connected to Fallout in my opinion. The yellow would be fine, as it was pretty common in late-80s monochrome monitors. But blue is a neat idea, too.Woolfe wrote:I don't like the Green. Or the yellow overly much.
What about white on Blue? Like a lot of the Bios screens? Or the Commodore 64 and similar systems?
No it does not. A "cartoon" is, as I have pointed out many times now. A 2d illustrated visual art. An animated cartoon is a film made using a series of illustrated visual art.snakeoil wrote:concerning "cartoony" i dont see a problem understanding this term, it just means "out of proportions". the guns just look ridiculous... even the coyote couldnt shoot his own head with that giant rifles.
For most of the 80's, my display was a 9" CCTV b/w monitor. I was using an Apple then, and didn't own a portable color TV. When I switched to PC clones and a color monitor, I had all sorts of fun trying different display combos. For some reason, I associate orange on black to HP products in the time period, whereas most screens were white on black and could hand out some serious eyestrain after awhile. The orange is less harsh than the green, to my eye.
I agree here. I think the image is at night, but everything is black. You cant make out any details and it looks really bad, imo. The contrast is all wrong, even as the Fallout-esque bland version.Zombra wrote:Yucky contrast at start of video
A great improvement indeed;skin wrote:This was posted on the Codex (credit goes to St. Toxic):
I really like the way the item slots are arranged. Not a fan of the notepad look for the item descriptions. This looks way better.
Link to the post http://www.rpgcodex.net/forums/index.ph ... st-2688682
<Image removed>
That looks unbearably awful for Wasteland 2, I gotta say. Maybe it works great in JA2, but that's JA2.Racmo wrote:I was really hoping for something more like the inventory system created in the community 1.13 mod of Jagged Alliance 2.
Wearing a tactical vest over a normal jacket would open up more item slots for the player to put relevant items (gun holster can hold 1 extra ammo clip next to the revolver/pistol, gun belt can hold multiple ammo clips etc. and higher quality backpacks/belts/vests can hold more items).
Grabbing these items out of your smaller pockets would require less action points during turn-based sections. In the heat of battle, trying to find that one specific ammo clip in your enormous backpack should require more effort than grabbing one out of a vest pocket.
Large backpacks can consist out of one or more large boxes, plus some smaller boxes. The larger boxes will hold rifles and other large items, or they could be used to make a larger stacking of smaller items. For example, small box can be used to stack 2 ammo clips, large box for a stacking of 4 ammo clips.
Edit: some more details on how the modding community decided on redefining the inventory system.
http://ja2guides.wikidot.com/newinv
I actually like it quite a bit, but it's a good argument for the flipout screen if it's anything. The 3D models look wildly out of place against the minimalist UI elements, as if they're being beamed in from the future (or the past that never was, as the case may be). The flipout screen with the brief moment of static, by contrast, reads as a separate video feed. And the 3D model almost certainly has to be there if we want a paper doll, as I'd imagine they don't have the time or money to blow on creating a separate 2D illustration of every single possible inventory configuration for both male and female characters. I think I remember Chris or Brother None saying that at one point.
You know, this is probably me asking to get flamed, but I'm gonna say it anyway, because it is totally true: Fallout 3's inventory system had its problems, and it was obviously designed for consoles first and foremost, but it was a pretty damn decent inventory system, and a hell of a lot better than the utter abomination that was the inventory system of the Interplay Fallouts. Bethesda stayed true to the "this is a device in the world" spirit of the original UI, but did a wonderful job of fitting it to their needs, and New Vegas only improved upon it.Zombra wrote:Not sure what you did exactly snakeoil, except change the color to green and get rid of the index cards. I like the index cards ... and green, amber, I don't care. Forgive me for taking a page from Fallout 3, but didn't it let you pick your HUD colors? If I had my choice, it would be cyan on blue, of course![]()
Completely agree.But that's not why I'm posting. This isn't inventory criticism, but Chris said ALL feedback is helpful!
Someone above said that character text is hard to read and portraits are too small. Strongly agree. Even in 1080p, I could barely make out the text and images on the character bar. Why is there so much vertical space wasted between characters? That won't help to fit seven characters down the side! Let's use a little more of that space to feature our beloved hand-picked portraits. Good use of real estate is important.
I liked the graphics at the beginning of the video, but you speak the truth. HEED HIM, INXILE!Secondly, I was pretty horrified by the graphics at the beginning of the video. I REALLY hope that we are seeing the "minimum saturation for Fallout fans" option.
To me that looks like a big ball of mudEven Señor Mariachi doesn't pop at all. I can only make out his sombrero because I already know it's there! In-game graphics need far more color and above all, MORE CONTRAST.
They mentioned hotkeys in the update, I think.Zombra wrote:Oh, another inventory request: hotkeys, hotkeys, HOTKEYS.
Drag and drop is intuitive but slow and annoying. Highlight item, shift-3. Item has been traded to character #3. Keyboard shortcuts for power players. Thank you.
That's right, I just referred to myself as a POWER PLAYER. Deal.
That's pretty good, I must admit.skin wrote:This was posted on the Codex (credit goes to St. Toxic):
I really like the way the item slots are arranged. Not a fan of the notepad look for the item descriptions. This looks way better.
Link to the post http://www.rpgcodex.net/forums/index.ph ... st-2688682
As a poster, I speak only for myself. PM me if you have any problems with the way I moderate.I can explain it to you, but I can't understand it for you.
I absolutely love the green, looking at the edited screen, it made a difference for me visually. It's easy on the eyes and pleasing, very retro and energetic. But then again, I managed to play through the entirety of Fallout 3 with all the text and menus modded to red and thought it was awesome. I have a high tolerance for pain. Made spotting enemies on the compass annoying but that was one badass pip-boy.Lucius wrote:looking at the picture above, I like the item pic at the bottom as well. The green however, no. That hurts my eyes. I suggest getting rid of the green from all UI elements, such as the health bars and mouseover of items in game. I definitely prefer the yellowish. I'll also echo what I've said before, get rid of the machinery in the UI, inventory and otherwise. It's clearly confusing some folks.