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Dev Blog 2/6/2019 - New UI!


jcsnider

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New UI!

2/6/2019

 

 

Introduction

Our primary focus with Intersect is shifting. There are no more massive features planned on the roadmap. Going forward, our primary goal is to polish the engine. We want to get it to a stable point where you all can feel comfortable running large games with it, we want the engine to look nice and be presentable on platforms like itch.io/steam/etc, and we want to make sure that all of the default content distributed with the engine moving forward is completely free and legal to use in all projects (commercial or otherwise) forever.

 

Awhile back we hosted a fundraiser to acquire a set of community tilesets/characters/etc in which people could build their games with. Working alongside @Zetasis we created a character generator which will be packaged with the engine starting in B6. Last year I traded @Aesthetic a few months of Intersect hosting in exchange for a ui mockup. (1, 2, 3)  Sounds and music have been sourced via a few different creators. Resulting in a full Intersect assets pack that is safe to use (even commercially) free of charge.

 

Anyways, this thread was a live progress feed showing the new UI as I was working on it, now the UI is done, and screenshots can be found below. We hope you like it!

 

 

Main Menu

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Login

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Settings

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Credits

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Character Selection

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Password Reset

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In-Game

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Parties

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Items & Spells

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Character Menu

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Crafting Stacks of Items

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Status Indications with Duration Labels

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Displaying of Spell/Item Cooldowns & Proper Item Quantity Labels

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Event Dialog Windows

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Unlocked Equipment Slot Locations for the Character Menu

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Everything has subtle sound effects now by default. Button clicks, hovering over elements, typing, backspacing, and more all provide sound feedback!

 

This new UI is being shipped with Intersect B6. Keep your eyes out for that release which is coming soon!

 

If you're impatient like me, and want to explore the new UI now it is live on the Intersect Demo Game which is running an early version of B6 for testing purposes.

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9 minutes ago, Khaikaa said:

The previous UI designs weren't bad, but I like the new ones way more

Chaos is a ladder.

 

But for real this is a step by step sorta thing. What we currently have is better then nothing. This is better than what we currently have. Whatever comes next will probably top this. Good news is that I’m learning a LOT about photoshop, and I’m getting ideas on how to make our UI config files better moving into the future :) 

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On 2/12/2019 at 11:16 AM, Rayslay said:

How about Up, down, Left and Righ. 

No Up, Left, Down and Right.

This is just my opinion.

 

Easy to change in the json files :P

 

I like Up/Down/Left/Right more.. but then you break W/A/S/D. (Rip)

 

Anyways, another small window done, the little info/error window when the server is offline or you type something in wrong:

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Cleaned up the thread.  Got more updates!

 

 

Character Selection

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Character Creation

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Password Reset

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The email the clients get when resetting their password looks like this, it is provided with the server as an html template, so you can completely design it to your hearts' content :)

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I've got a little polishing to do on the menus but I am now moving onto the in-game ui :) 

 

 

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Updated the OP with final pictures from the new ui that is being shipped out with B6! Apart from a general look/feel upgrade there are a lot of subtle updates such as fixed item quantity representations, cooldown timers, sound effects on all ui elements, and more!  Check it out here, or experience it yourself in the Intersect Demo Game which is already running B6 for testing purposes.

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2 hours ago, Devo said:

Nice UI but that ORPG at the logo instead of MMORPG ruins the meaning do u think a engine like this can reach to MMORPG capacity one day ?

 

I really don't want to open this can of worms here... Massive is subjective. It can refer to players registered, maximum concurrent players online at a time, world size, or any other number of things.  There is no quantitative metric that I know of that makes a game a MMORPG vs an ORPG - it's only what you call it. With the right team this engine can be used and tweaked to make any size game you want. (Might require smarter programmers than us, but the actual limits are unknown right now.)

 

The target audience for the engine is mostly solo devs and hobbyists who will never make massive games anyways so the orpg description is more fitting.. not that it should be taken to imply anything. 

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13 hours ago, jcsnider said:

 

I really don't want to open this can of worms here... Massive is subjective. It can refer to players registered, maximum concurrent players online at a time, world size, or any other number of things.  There is no quantitative metric that I know of that makes a game a MMORPG vs an ORPG - it's only what you call it. With the right team this engine can be used and tweaked to make any size game you want. (Might require smarter programmers than us, but the actual limits are unknown right now.)

 

The target audience for the engine is mostly solo devs and hobbyists who will never make massive games anyways so the orpg description is more fitting.. not that it should be taken to imply anything. 

 

About the unknown limits we can try hosting an event where we all join the demo server (maybe call some of our friends too) and see when it will crash.

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2 hours ago, Devo said:

 

About the unknown limits we can try hosting an event where we all join the demo server (maybe call some of our friends too) and see when it will crash.

 

The limit you want to find is not when it crashes, but rather when there's so much going on that the server starts to lag. 

 

Beta 6 won't be viable for such a test due to not being fully debugged. If the server crashes due to small little errors then you're gonna quickly lose all your testers without getting any decent information. You need a stable engine release first - that's what the release candidates are for. 

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You gotta add the slots via the server/resources/config.json file.

 

Then launch your client and open the character menu (the slots won't be there.)

 

Close your client.

 

Open client/resources/gui/layouts/game/chatacterwindow.json.

 

Look for EquipmentItem1, EquipmentItem2, EquipmentItem3, etc.. you can tweak the position of the slots, the graphics, size, etc there. It's not intuitive but with some tweaking you should be able to work it out.

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26 minutes ago, jcsnider said:

You gotta add the slots via the server/resources/config.json file.

 

Then launch your client and open the character menu (the slots won't be there.)

 

Close your client.

 

Open client/resources/gui/layouts/game/chatacterwindow.json.

 

Look for EquipmentItem1, EquipmentItem2, EquipmentItem3, etc.. you can tweak the position of the slots, the graphics, size, etc there. It's not intuitive but with some tweaking you should be able to work it out.

thanks, its worked... about the "forgot password", how i config this?

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