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Legend of Grimrock - GUI Overhaul
January 13th, 2012, 22:19
Almost Human writes about changes to the GUI for Legend of Grimrock in their latest blog post. Head over for the full text and a couple of screens:
On the graphical side, the GUI is now unified to match all the other panels to get a proper consistency throughout the game. The GUI scales according to the resolution and stays proportionally the same size whatever the resolution is. The fonts used in the GUI (and anywhere in the game btw) are now actual true type fonts that stay sharp in any resolution. Functionality of the attack panels was changed to act more like basic inventory slots. Player can now put any item in each hand and attack or use them by clicking right mouse button. So now all the item slots in the game have a similar logic for left mouse click to pick item up and right mouse click to use item. On the inventory, when hovering mouse cursor over an item, a tool tip pops up. Same logic goes with all the items like basic scrolls and magic “recipe” scrolls. For the really old school players and for those who want an option to navigate the dungeons, we added the option to use the traditional direction arrows. And yes, those status bars are still work-in-progress.More information.
January 13th, 2012, 22:19
very nice, i am relieved that the eye of the beholder / dungeon master style will re reborn!
Watchdog
January 14th, 2012, 00:38
Looking good… now give us a release date. 

left mouse click to pick item up and right mouse click to use item.Should be the other way around imo.
January 14th, 2012, 01:37
January 14th, 2012, 01:53
Originally Posted by MoriendorWell is this another version of Windows, or is it a game?
Why? Windows has taught us that left click = select [= pick up] and right click = interact via the context menu [= use].
I'd say that all of the other games where it is the other way around are actually doing it "wrong".
January 14th, 2012, 03:28
Game looks great. Real-time combat with 4 characters is a concern. Have to see how that works.
Keeper of the Watch
January 14th, 2012, 06:31
Keeper of the Watch
January 14th, 2012, 07:31
@Moriendor
since Norton Commander:
F3= Look
F4= Use
F6= Move
F8= Kill
since Norton Commander:
F3= Look
F4= Use
F6= Move
F8= Kill
—
For every complex problem, there is a solution that is simple, neat, and wrong. - HL Mencken
For every complex problem, there is a solution that is simple, neat, and wrong. - HL Mencken
January 14th, 2012, 08:59
Just watched their beta video.. And I am seriously hooked now (day one buy)!
Only niggle: No dwarves
They would have been a perfect fit…
Only niggle: No dwarves
They would have been a perfect fit…
January 14th, 2012, 10:07
I had ignored this for quite some time, right up until the last blog which showed the beta trailer. As soon as I started watching and realized what they were making……
It sounds like they've done a deal with Steam, so I would guess release will be sooner rather than later if it's at that stage.
@ sakichop I'd try Eye of the Beholder 1 & 2 if you've never played one like this, they're easy to get a hold of and run in dosbox.
It sounds like they've done a deal with Steam, so I would guess release will be sooner rather than later if it's at that stage.
@ sakichop I'd try Eye of the Beholder 1 & 2 if you've never played one like this, they're easy to get a hold of and run in dosbox.
January 14th, 2012, 18:39
I dont get the whole realtime thing either. But i'm willing to give it a shot.
January 14th, 2012, 18:42
Realtime combat is the best for me. Just looked at the trailer and liked the real time features (impact, projectiles, injury .. etc.). Adds another dimension to the fun. I don't know how this will work for companions though because they said in their FAQ (in response to co-op and multiplayer questions) that they are not doing full 3D models for other than monsters!
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