ID:89542
 
So much for settling on an interface for my card-battling boardgame, PathWrath 2. Yesterday, I got the idea to merge the guard and invade tabs of card descriptions just to find the result was too busy and made the tab icons/titles harder to identify. I reverted it. Today, I decided to remove the giant tabs along with some of the reasons for flipping between them.

I didn't like how the menu buttons lined up with the window controls so I moved them to the other side... It looks more like a standard BYOND skin, but whatever.



When a game is in progress, a View Menu button can be found on the side and the menu's Start button becomes View Game. The commands are both handled with .winset on the client's end so they're about as fast as tabs. (Meanwhile, cards still bring the menu up when their links are clicked.)

I moved the score so people can see it with the rest of the log. It probably should have been done ages ago, but there wasn't a lot of room. I'm going to make the buttons on the side link to each player's stats. That will handle stock and customization details.

I also added notes to the play tab so those who switch tabs during their turn (as I did during this picture) can look up and be reminded.



I still need to list tolls in the phase interfaces, but they're pretty much complete. Other than that, I need to implement medals and those player stat pages I just mentioned. The release of the new version shouldn't take much longer... Of course, it shouldn't have taken this long.


PS: I finally got around to updating BYOND.
... Why do your games always manage to be so scary? I mean, the intimidation factor in those screenshots is immense. Its like they're screaming "Excessively complex abstract game warning! Stay away! Stay away!
Really? A help file and an MOTD are scary? A blank map and a scoreboard are scary?
Yes, yes they are. And my question is "why?" They shouldn't be scary, and yet, somehow they are.
Have you considered making some of these games isometric?
What I've already created will keep the same perspective. Other than updates, I'm currently focused on a side-scroller, a top-down boardgame and an abstract card game. The latter two are meant to be duplicated at The Game Crafter.

I have a few partially designed games that could use an isometric perspective, but they're on the back burner. Even if they caught my interest, I'm not sure I have the art skills. I know I don't have the money to pay for them.
Foomer wrote:
... Why do your games always manage to be so scary? I mean, the intimidation factor in those screenshots is immense. Its like they're screaming "Excessively complex abstract game warning! Stay away! Stay away!

I've always felt the same way, actually.

Vermolius wrote:
I've always felt the same way, actually.

And I want to know why that is. I suspect its similar to what makes some blog posts appear as intimidating walls of text, while other blog posts may be appealing to read. Is it the way the information is arranged? Too much information? Bad choice of colors or font? I don't know, but I'd like to figure it out.