Voom wrote:If we don't do pictures, that's perfectly fine.
I am very interested in sorting shop items. Often I want to compare between a few items of the same kind,e.g., AP, Critical Skill, AC, BC, etc. I think this will be a great addition to player interactivity (made for people not robots).
In the shop I'll probably only add sorting without categories because categories would be mostly meaningless.
(How often do you find a shop that sells dozens of items,
of each single kind?)
Voom wrote:I like the preference for what goes at the top of inventory. The setting could mention multiple ways of displaying items.
Yeah that's perfectly doable. The reason I want to keep both options is because I'm really imagining there'd be strong opposition in some case.
Like for example, I made unequipped items go to the top of the inventory. This is perfectly harmless, as the things you use most often will be always at the top.
But I won't just make it default for everything else to go to the top.
Imagine picking up crappy loot and discovering that they're taking all the top space in your inventory...
Voom wrote:Why is there two drop-down menus? Principally, I like this idea. The interface looks spectacular.
One is for categories (weapons, consumables, quest, etc..) and the other is for sorting (by price, by name, by rarity, etc..).
And also regarding the skill categories, currently it's just another drop-down menu on the right.
But the internal category-making is done so it's just a graphics thing now.
Here's a couple of pictures, and you're welcome to try the newest apk from the thread of ranged weapons/ monsters AI . Note than inventory now has buttons on the right in portrait view.
device-2016-01-10-002806.png
device-2016-01-10-002746.png
More about skill categories:
Skills didn't used to have category properties at all. Currently the categories are stored in an enum table, and if you want to add a category all you have to do is add a new enum member.
Note that for the UI to adapt you have to add a new line to the spinner array.
That's it, really. Just a new word to identify the category, and a single new line for it to be accessible in the UI.
Extremely easy to work with.
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