So far i have looked through the framework and by all means, its amazing so far. There however is one slight thing that bothered me and i figured you might want to look over.
That is that when you hit space and there is no interaction, it acts the same as if you hit i(It opens the inventory), now this isn't a bad idea until you think about the interactions with mobs and looting corpses. I for one had difficulty looting a few corpses due to the fact my inventory kept popping up.
Do you really think a second button is needed to do basically the same as another?
There was one small request i could make as well. Instead of having crafting abilities as well, "skills" you can add into a hotkey slot, how about having your craftable abilities show on a pop-up upon interacting with the anvil/other needed crafting items? Maybe something where it shows all crafting abiliteis in game and you can only select those which are lit up(showing you have said ability), or on the other hand showing you the crafting abilities you have earned alone.
Quick mock up by what i mean and how i think it could look:
The top shows the idea of Having earned ones lit up, and the others dulled.
The second shows the idea of only the earned abilities being shown and also the idea of having the required items to use the abilities being shown in red if you dont have them.
ID:816480
Jun 15 2012, 12:43 am
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I just posted version 7 of the framework. With this version, if you'd like to prevent the space bar from opening the player's inventory, just add this code to your project:
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On the first topic; I wasn't saying I to open it was a problem, i was saying using space to do the same thing as I seemed like it was uneeded. This was also because when Space opens up the inventory you need to hit I to close it.
One the second topic; Thats completely understandable I was just making a suggestion. =3 |
I like being able to use the space bar and arrow keys to perform most actions. Though, after adding lots of other keyboard commands (A to change abilities, Q to manage quests, etc.), having to press I to open your inventory doesn't seem like a nuisance.
I can increase the range it checks for enemies to loot if it's a problem. I can also add variables to the framework you can change to control how this works (ex: to disable space bar from looting).
I expect that people would want a better crafting interface but it's not a high priority. The crafting ability in the sample game is just there to show that the framework provides the procs you need to make a crafting kind of ability. It's not a high priority because not everyone will want crafting in their games, and those that do won't all want it to work the same way. It'd be hard to implement a crafting menu in a way that's useful to lots of people.
The great thing about this framework is that people can make demos to go along with it. If you use a crafting demo like this one, you'll have to do a lot of work to build an interface around it and to make sure it works with how you represent items in your game. Since this framework provides a consistent way to represent items (the /item type), any crafting demo made for this library will work with any project that uses it.