XaiJu
Shattered Pixel
Shattered Pixel

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Inventory Windows | Patreon Weekly #139

Hey Patrons!

Firstly, this weekly has an audio Q&A in it! Go and give it a listen if you’d like. You can find audio timestamps at the end of this weekly, sorry for forgetting them last month.

In this weekly I’m sharing more info on the upcoming Next Fest demo, including UI work and an early look for some Patrons!

Finishing up the New UI

Since last week I have now fully implemented the base desktop UI! The new inventory panel is working well and so far has held up to my testing. In fact, after playing with it for a bit I’ve already thought up several ways to improve it. Here’s a picture of adjusted item windows, which now appear right on top of the inventory pane. It’s much nicer this way, instead of having to keep moving your mouse around.

I’m considering further integration of other UI elements with the inventory pane as well, such as moving item selection into the panel, having other relevant windows appear above the panel, and letting you autotarget from the panel like with quickslots.

The new UI also works on mobile devices if there’s enough screen space! Here’s a picture from my phone running in landscape, roughly scaled to match the phone’s display size (assuming you’re viewing this on a ~100 ppi screen):

As I mentioned before, the inventory can be hidden and re-shown again, and there’s a ‘mixed’ UI mode in the settings that lets you get the new layout but with the old window-based inventory. There are some rough edges to running the full UI on phones, which I’ll fix after the demo releases, before the full 1.2.0 release.

Right now, here are the things I’d like to still do for the UI, ranging from high priority to nice-to-have but not essential for the demo:

Other things such as controller support are still planned but won’t be ready in time for the next fest demo.

Demo and Patreon Releases

Steam has their own review process, and also shares any demo ready by Feb 10th with press contacts, so I expect I’ll be submitting an initial demo there very soon. The demo will become public on Feb 10thso press and eager early players can give it a try. As I mentioned before the Next Fest demo will be limited to floors 1-10, and I’ll likely further limit it to 1-5 or remove it entirely once the game fully releases.

I’m also planning to let Golden+ Patrons give the new desktop UI a whirl in another day or two! Expect another post then, visible to Golden+ patrons, which will include a link to download a desktop .jar with the new UI improvements to try out. Gameplay-wise this build will be identical to 1.1.2.

Audio Timestamps

Comments

Right I understand this. I would love to play on a TV.

Joseph Dupas

The switch and Steam Deck are very similar in terms of user interaction, so there's an obvious path to Switch from a game design front. As I mentioned though, the technical and logistical hurdles are more of a problem.

Shattered Pixel

Nintendo switch shattered would make me so happy.

Joseph Dupas

Yes, the logo is meant to be a green pixel broken in half. The original version was actually originally made by a friend of mine way back in highschool.

Shattered Pixel

Listening to you talk about where the name came from, kinda high, is the big green box (your logo) supposed to be a single shattered pixel?

Spam Account

Two things: - you killed the interview questions :D - Interesting about Watabou on console release. - I like that you brought up the Abyss. It's the most interesting concept by Trashbox that he's added to his mods, and his journey with it is quite interesting (given that he ported it to a mod that challenged the balance of his Summoning Abyss). Before looking at it I'd never even imagined how an endless mode would work. If something like it was added to Shattered, it's definitely better that you definitely won't just copy it; there's a lot of things in it that are very polarizing and could be implemented differently. But the strategies it uses in implementation and its current shortcomings are worth studying for anyone interested in adding an endless mode to PD.

Zrp200

Shattered doesn't use any Gdx UI objects (except for text input), so for better or worse I'm going to be implementing my own tooltip functionality based on mouse hover events.

Shattered Pixel

Good luck with the Gdx tooltip class(es), hope you won't find them as finnicky as we did.

Robert Heinig


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