Interface vs client.screen in Design Philosophy
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I have been wondering for a while now what people out there are thinking about this subject.
What do you think is better to use, the new Interface, client.screen (on map display), or a mixture of both?
I'm actually unsure about performance issues and stability when it comes to comparing an interface and client.screen... is there anyone to enlighten me?
A pro point for using the interface is that every customer can change things and set up things as s/he likes them best.
From a programming point of view, I'd say using the interface kind of forces you to use modular concepts, so that might be considered another pro.
Now the question is, how would you solve the following tasks:
Title screen
a) as pane (img background and buttons), sharing and switching a child container with the map at runtime
b) as seperate area on your map or as client.screen "overlay"
Status bars (e.g. health bar)
a) as label / grid
b) as client.screen image
Status effects (e.g. poisoned)
a) as clickable grid
b) as clickable client.screen object
Quickbar (e.g. Attack / Cast Spell XYZ)
a) as drag&drop and clickable grid
b) as drag&drop and clickable client screen object
Equipment (e.g. Armor / Weapon / Shield)
a) as drag&drop and clickable grid (around a label)
b) as list in Info
Communication (e.g. say)
a) as inputs with preset comands in a Tab
b) as verbs in Info / as Macros/ as type in by user
Communication with NPCs
a) as searching via findtext to find user input directed to an NPC
b) as prompt / input
Macros
a) as Interface macros
b) as macro in client.script
I'm kind of hoping for opinions and creative input!
Thank you in advance!
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Interfaces also allow arbitrary-sized elements more easily than screen objects.