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absent_dogma
absent_dogma

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Chapter 2: Wheat and chaff

Good day, dear Viewers!

In the new chapter of our journey, I'm going to show you what the UI of the Inventory and Equipment system, which I have devoted time to since the previous post, will look like. This time, the material will not be in the usual .gif format, but in video (below I will duplicate the link to the video once again, since the hyperlink can easily be missed among continuous text).

Below you can see what the "pure" interface looks like.

 

What is this panel? In fact, it is just a frame that grows functionality around itself. This is a Modular Main Panel, which will contain many elements at once. For example, the Inventory Window. The Inventory Window is a storage for both inventory and any other item that contains items (for example, a chest or a cabinet). This window may contain other windows (for example, bags, containers and other small storages). Why not make them separate windows? The thing is, I provided that cabinets and other large storages can have small storages. Small storages will always be part of some environment (will be on the Floor (inbulk) or in the player's Inventory, or on the floor.

Thus, a hierarchy is created, the sequence of which can be reflected as follows -
"Main Panel" -> "Inventory (L. Storage)" -> "Bag (S. Storage)" -> "Slot (with Item or empty)".

The functionality of this Panel is still quite primitive both in design and in content, which I'm working on at the moment, but I will add a few words about the icons of the Upper Drag Line, which are also functional (further from left to right): the lock icon locks the interface from moving and enlarging. The icon with a roman numeral (Exclusive Panel) "1" makes the Main Panel "unique", that is, it becomes a Large Storage (for example, exclusively the player's inventory). One Main Panel can contain one Large Storage (as in the case of Exclusive Panel, when the button is pressed, disabled by default), or ALL storages in the visible radius of the player (Floor (Inbulk), Inventory, Cabinets, other Characters, their inventory and more at once. Next comes the Expand / Reduce button, which when pressed reduces the panel to the minimum size, if it isn't at min size, and in the case of a minimum size increases it to the maximum (screen size along the Y axis). Next comes the button for setting the panel properties, which will be supplemented in the future. At the moment, among its properties, you can configure the panel to behave conveniently for you (attachment at the edges, expansion when reaching the screen limit along the Y axis, set in frames so that the Panel doesn't go beyond the screen when moving and vice versa and remembering the position when opening / closing the panel. The last button is closing the panel.
Quite simple (and, I hope, convenient).
The "real time" functionality can be seen in the video on YouTube.

My dear Patrons.

I know that most of you support me not only because of the philanthropic motive, but also because you are really waiting for this project to appear. And it will definitely appear, because I value our relationships with you. Persistence pays off. In the annotation to the Tiers, I already wrote that while we are in the active stage of development, I do not have such a precious resource as time to write down a step-by-step analysis of each mechanic, so I promise, dear Explorers, I will definitely tell you about everything in detail when the time comes.

It is a great joy for me to walk next to you.
Absent.Dogma

Chapter 2: Wheat and chaff

Comments

Yes, it's already completed. Link is here https://www.patreon.com/posts/threshold-road-0-93546887.

absent.dogma

i have downloaded the game before i just havent finished it the threshold road have you completed it

Phillip Lumley

I'm afraid there is nothing to download yet. This is a blog stylized to resemble the familiar chapters of the TR. I'll definitely announce when there is any content to try.

absent.dogma

i cant find a download

Phillip Lumley


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