Another week has rushed past, and the battle with the GUI continues! We’re pretty much wrapping up the main menu, and are moving on to in-game stuff. Due to our passionate and undying love for interface work, we also decided to redesign how keyboard vs. controller works in the game.
But let’s get the main menu out of the way, first!
This here is the multiplayer lobby! Players can gather there before starting a game, and adjust a couple of multiplayer settings. Of course, if you don’t like waiting for that dude who’s just gonna “grab a sandwich or something”, you can start the game and have your friends connect to you while you’re playing!
The first option you have is Item Share. It can be set to either Each Take, where all items go to whatever player that picks them up, or Round Robin, which distributes items fairly and randomly.
Secondly we have Mentorship, which if turned on will synchronize the combat efficiency of all characters to roughly the same level as the lowest leveled character. This is useful for players who want to play together, but haven’t gotten equally far into the game. Instead of having to start over from the beginning, they can play from where the lower leveled player is in the story without the higher leveled one wreaking havoc and potentially ruin the experience for his friend.
That sums up the lobby pretty well, so let’s head on to the HUD-changes by showing two screens of the different setups:
It’s been a long time coming, but we finally decided to completely separate the control schemes for keyboard and gamepads. Up until now, we’ve had emulator-like controls on the keyboard, which worked sort of well, but certainly not as well as it could. This meet-halway-there approach limited our options with the controller as well, so this was the right thing to do.
The new keyboard HUD looks and works similar to modern RPGs and MMOs, where you have a bar with abilities which you activate with hotkeys (which you can bind however you want — in the picture I’ve used keys close to those I use for the sword and shield). You can have up to ten quickslots set at a time, and a quickslot can contain either a skill, a consumable item or a weapon.
The gamepad HUD looks like it used to, and also has ten quickslots. The first two can be used by just pressing a button, and two sets of four more quickslots can be accessed by holding the left or the right trigger before pressing the button. We might do a video of this later to show it in action.
Luckily, it’s not all GUIs in ferretland. Fred has spent some time making a few cool, new weapons for players to use!
Next Week: Even moar GUI-work! Woohoo! Fred will be making the rest of the animations for our new weapons