Noemi
@Noemi

I'm continuing to work on the UI for the primary game view, to have a nice skeleton to slot all the logic into later.


  • The map view is the same as it was last time. In Godot terms, it's a SubViewport within a SubViewportContainer. I can effectively have a scene-within-a-scene that can be positioned, expanded, contracted, etc. as if it were a UI(Control) node without disrupting its internal logic.
  • On the right is the party display. The game will support up to 6 party members, with 4 standard party members and 2 slots for "guest" characters, who can accompany the player in many different circumstances but don't get experience or level up.
  • Each party member has their most immediately important stats displayed, with their exact amount of vigor out of their maximum displayed under their name and visual representations for all their personal resources to the right. I won't get into the details of what these resources are at the moment.
  • On the lower-right are some buttons that will be for interacting with the world in various ways. I don't think there are enough "verbs" there right now so I'm probably going to be changing it and adding more buttons in the future.
  • The bottom left is the message log. It automatically scrolls down to the last line added and has a fully-functional scroll bar.

Its been hard work but it's cool to see something come together and start looking practical even with my terrible programmer art. Working through issues often gives me new ideas of things to implement or ways to tweak previous ideas, so it's an encouraging process.


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in reply to @Noemi's post:

my big design goal in my style guide is to give this game the feel of being developed for the API of an old OS, drawing on System 7 especially. it was pretty surprising to me how easy its been so far to coax Godot into that shape because of how expansive and easy to use and customize its UI controls are.