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#1 2014-11-24 20:33:23

NPPAngband
NPPAngband Maintainer
Registered: 2004-07-01
Posts: 1,647
Website

Object Settings screen and Wizard Mode Menu

A couple more.  To make the game more accessible to new players, this dialog will handle object confirmation commands instead of inscriptions like !k.  The checkboxes will vary for object types.  So the menu for a potion will include a verify use box, and won't have wield and swap weapon boxes.  Objects that activate will have a box to verify activation, etc.  A mouse hover bring up an explanation for things like the squelch settings.

Also, the wizard mode menu for developers.

StoreInterface

GuildInterface

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#2 2014-11-25 09:27:54

camb
Member
Registered: 2006-01-29
Posts: 707

Re: Object Settings screen and Wizard Mode Menu

Looks good. Will the game still be playable by keyboard alone?

Cameron

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#3 2014-11-25 22:21:49

NPPAngband
NPPAngband Maintainer
Registered: 2004-07-01
Posts: 1,647
Website

Re: Object Settings screen and Wizard Mode Menu

All of the gameplay commands, yes.  Some of the screens, like the object settings screen or the knowledge screens, will be mouse or touchscreen only.  They just aren't accessed enough to warrant all of the effort in creating a keyboard input. 

Of course, we will pay close attention to the feedback from the players regarding the UI.

-Jeff

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#4 2014-11-27 06:55:05

camb
Member
Registered: 2006-01-29
Posts: 707

Re: Object Settings screen and Wizard Mode Menu

NPPAngband wrote:

Some of the screens, like the object settings screen or the knowledge screens, will be mouse or touchscreen only.

May be worth making each of them at least dismissable with a key (e.g. the escape key), so diehard keyboarders can at least bring them up and dismiss them without interruption?

Cameron

Last edited by camb (2014-11-27 06:56:25)

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#5 2014-11-27 07:55:03

NPPAngband
NPPAngband Maintainer
Registered: 2004-07-01
Posts: 1,647
Website

Re: Object Settings screen and Wizard Mode Menu

That's a good idea.  I am sure there will be many good suggestions to improve the UI once we get it out there for playtesting.

At this point, we just have the player screen, knowledge screens, and the bottom statusbar left.

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