"In the end, only the beginning matters."

Monday, September 20, 2010

UIs

This week, I just wanted to talk a bit about some of the UIs I have in Shagret. None of this is very fancy, and I think they go a long way towards spicing things up. At the very least, they provide distinction(which I think is very important in a modding game like NWN2, as it sometimes can seem like I've seen everything before).

My mod starts--relatively speaking, anyways--with the player finding themselves strapped to a Naga torture device. That's about the third worst thing you can find when waking up(oh, yes, I've made a list). They don't like the answers you give--they're a picky bunch--and so you have to fight through this. Now, originally, this was through conversation, but I realized that it was, well, boring. There was no feeling of urgency, danger or anything. Torture can't really be combat, either, so I was in something of a bind. Hench, the idea to create a custom UI to handle things and route the necessary scripts through it. After a bit of figuring, brotherly hello, and a healthy dose of Google searches on .xml coding, I had a working 'torture UI.'
During the torture scene, the player has to click the "resist" button to, well, resist. Your constitution score is factored into this as well as the in-game difficulty. Rest assured, you do not "lose" if you hit 0%. As a matter of fact, there are about 6 different ways this scene can go...
Looks painful. I wonder...if you had the chance, would you exact revenge on the Nagas?


Now, UIs need not be excuses for exciting(!) new gameplay opportunities. Rather, they can be used to allow the player access to information that they probably want to know(for whatever reason that might be). Frequently, when I'm playing, I want to know "how many creatures have I killed" or things like this. Maybe for bragging rights, maybe just because I'm a curious person. I don't judge your own reasons(except if you keep checking to see how many doors you've unlocked: you're probably a pervert). Because of this, I've implemented a stats page for the player to look at.
This shows where to access the stats page. This is a simple and elegant solution, I think.

Red Shards? What are those? I promise you, Shagret requires no collecting.

Font/etc might change--though, really, black font looks horrible in game for some reason--but this is the base idea. The player can check in at any point and see how they're doing with their stats. Simple and straightforward: always nice.

Addendum:

I'd also like to point those curious to a previous post I made on this subject(featuring a lovely new conversation UI). A little bit of change can go a long way, I think.

The Fred has released several lovely UIs on NWVault. At the very least, they're worth looking at. .Xml is not too difficult, really, and I think it can make projects interesting and, well, a pleasure to experience. If you have different 'things' in your mod, people will like you for it(mind you, I'm no expert, just a guy with some screenshots every week or so).


Next week, I hope to have that area design tutorial done. If not that, I want to talk about visual effects and maybe provide a tutorial on them. Until then, have fun!

3 comments:

Lance Botelle (Bard of Althéa) said...

Hi Chaos Wielder,

You know I love well placed UI. :) And before I forget, I must let you know about my GUI tutorial. It helps cover some really basic stuff, but gives enough details to help one along. At least, I think it does: http://nwvault.ign.com/View.php?view=NWN2Tutorials.Detail&id=92&comment_page=1

If I have already mentioned this before, then forget I said anything. ;)

As for your GUIs, I can't wait to see them in action. I am in total agreement with you that a new UI adds a level of freshness to the game - and is one reason why I am trying to include a number of them myself.

The torture one - is it a case of a random % being taken from 100% on each "resist". If you get it wrong, you can die before you give in ... sort of thing?

And the stats one is always alluring as well. And although I have not covered this aspect myself, I have considered it more than once because I know I find that sort of thing interesting. Problem is now, there are too many situations where different stats have taken place that would need code added to include, like skills and feats checks. ;)

I have already downloaded The Freds UIs myself as I was considering both a "TIMER" and a "BOSS HP" GUI for the current module. However, I have not yet done anything with them, but do recognise their potential. :)

Once my own module is released, there may be one or two GUIS that people will want to extract and use for themselves. As well as the "Readable Books" code (which is already available), I have an improved version of my "Combination Chest" that originally came with Soul Shaker, and a couple of puzzle related GUIs.

I really do like a well placed GUI. ;)

Lance.

Lance Botelle (Bard of Althéa) said...

Hi again,

I forgot to say ... Actually, I am "not" adverse to collecting items ... red shards? Any enlightenment on this part?

Lance.

Chaos Wielder said...

Hey Lance,

Yes, as a matter of fact, I have read your UI tutorial. It would have helped had I read it *prior* to making these, but so it goes. :p

The torture system is like this:
Every so often(not quite a hearbeat) the percentage is decreased by a number(say, 10). By hitting the "Resist" button, your percentage goes back up. If it hits zero, well, the Nagas have got you now in a bit of a spot. Not good, but not an 'end game' sort of scenario.

Haha, yeah, a stats system has to be decided way in advance. Adding in stuff after the fact is, well, tiresome, and there's always the feeling you missed something.

I'd be interested in a combination chest for sure. I don't know if I'd use it, but the idea is awfully alluring.

And red shards...well, they're a secret to everyone. Their significance the player will have to(or not) figure out.