I was toying around with the standard inventory UI and decided that I was tired of not being able to see where my foes were at while crafting and shifting things around. I propose that the inventory screen "slide" up from below when players need it. It would be inconspicuous and clean up the look of the UI significantly.
*Edit* Nothing here... << >>
Here's my inventory mock up. It incorporates the hotkey list into the inventory itself so there is no need for redundancies:
I think the slide-up crafting interface is pretty slick, as it IS clutter.
However, the hidden hotkey menu may confuse new players.
"Okay switch to my pick-axe and... Oh wait, where did it go? What? Oh no it must be a glitch! *Rage-restart*"
Rinse and repeat.
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"It is always nice to have a sense of improbability in Littlebigplanet. FROGMORTON. Heh, you didn't expect that now did you?"
-Stephen Fry
This is a minor thing, but I'd like a feature where simply clicking outside the menu would remove a menu. I don't like how I have to press the I key (yes I know I can change it). I usually lean at an angle that doesn't allow me to lean close without considerable (read:barely any) effort. And yes, I am incredibly lazy
This seems like a great idea. There are only two things I disagree with/prefer/suggest:
Personally, I like seeing the bar at the bottom and I use it for things like knowing how many arrows I have or how many seeds/wheat I have collected, so perhaps have an option for hiding it or not (this also helps with the new players issue)
So would bringing up the inventory release the mouse? because I think that wouldn't help that much. I think having hotkeys to move a cursor in the inventory and pickup/drop where the cursor is would work better. that way, you could fight a monster while switching to a sword or whatever.
I suppose that would have to be tested in order to optimize the player experience... I personally like clicking around with the mouse in the inventory but I can see where you're coming from.
Alright alright nobody else suggest I keep that block bar you're right it should stay. I just obsessively streamline things.
Being vulnerable is cool and all, but I think we want to minimize frustrating deaths and increase area awareness when grabbing things from your back pack. Crafting stations can stay full screen, I'm all for that. When working on a sword you don't really have as much awareness of your surroundings.
I kind of like being vulnerable during menus. It feels like System Shock 2.
Not to mention they allow us to switch tabs while letting time pass, making nights much easier to handle.
I'm a little torn about this system. On one hand Notch has always wanted the menus to be minimalistic and keep most interactions outside of them. On the other hand by having the inventory right there there would be one less menu to worry about.
It wouldn't necessarily be up all the time. It could pop up when you need it and slide out of view when you're done. I wasn't suggesting you take out the inventory key, just moving the interface.
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*Edit* Nothing here... << >>
Here's my inventory mock up. It incorporates the hotkey list into the inventory itself so there is no need for redundancies:
However, the hidden hotkey menu may confuse new players.
"Okay switch to my pick-axe and... Oh wait, where did it go? What? Oh no it must be a glitch! *Rage-restart*"
Rinse and repeat.
-Stephen Fry
Either way, I made a mock up of how beautiful and simple it would be
Wonderful
Chesse, and his insane troll logic
Also, I think Notch mentioned that clicking outside the box thing a while ago, or somebody did...
Personally, I like seeing the bar at the bottom and I use it for things like knowing how many arrows I have or how many seeds/wheat I have collected, so perhaps have an option for hiding it or not (this also helps with the new players issue)
So would bringing up the inventory release the mouse? because I think that wouldn't help that much. I think having hotkeys to move a cursor in the inventory and pickup/drop where the cursor is would work better. that way, you could fight a monster while switching to a sword or whatever.
Being vulnerable is cool and all, but I think we want to minimize frustrating deaths and increase area awareness when grabbing things from your back pack. Crafting stations can stay full screen, I'm all for that. When working on a sword you don't really have as much awareness of your surroundings.
P.S. System shock 2 FTW
:tongue.gif:
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Retired StaffNot to mention they allow us to switch tabs while letting time pass, making nights much easier to handle.
I'm a little torn about this system. On one hand Notch has always wanted the menus to be minimalistic and keep most interactions outside of them. On the other hand by having the inventory right there there would be one less menu to worry about.