Diving Deeper into UI

Welcome back to our ongoing journey, adventurers!

Since my last update, where I shared the integration of modals in our game's UI, there has been significant progress. I've been enhancing the reusability and functionality of these modals. Exciting developments have taken place: now, our modals are not just for simple interactions but have expanded to facilitate conversations, settings, and player profile/stats.

My current strategy revolves around fully developing the UI before integrating it into the game's framework. This decision is driven by a desire for foresight and flexibility. By finalizing the UI upfront, I can avoid the hassle of alternating between UI adjustments and core gameplay development. This approach is also instrumental in visualizing future features and functionalities, helping in defining the game's scope - to help resist the ever-present urge to get lost in a sea of 'what-ifs.'

Phase 1 Modals:
A Diverse Range for Enhanced Interactivity

There will be 3 main types of modals. Each type will have a different general layout.

  • Character:

    • These modals will show the player’s avatar image at top-left.

    • Examples: Profile/Stats, Inventory/Equipment, and Skills/Spells

  • Interaction:

    • These modals will show a split screen of the player’s avatar and the NPC, Player, or combat opponent.

    • Examples: Trade, Conversations/Tutorials, and Combat scenarios

  • General:

    • These modals will vary based on the sub-type. There are no shared components as there are with the other two types.

    • Examples: Settings and Quest Log.

In the last post, I shared a screenshot of the Trade (Interaction type) modal. Below is a sneak peak of the character profiles/stats modal:

Screenshot: Character Modal - Profile/Stats

Building for Tomorrow

To further my commitment to finalizing the UI before diving into core gameplay mechanics, I'm planning to develop a mock backend. This simulated backend will allow the UI to function independently, offering two significant benefits. Firstly, it facilitates the outsourcing of UI maintenance and enhancements without compromising the game's proprietary aspects. Secondly, it paves the way for collaborative efforts, as I aim to make the UI available on a public Git repository. This initiative will invite designers to contribute and experiment with alternative game themes.

I'm always eager to hear your thoughts and suggestions on this journey. Stay tuned for more updates, and let's work together to create a game that we'll all cherish and enjoy.

Until our next adventure,

- Timothy Kanski

Chief Interface Illusionist of Xyzzya

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Dynamic Evolution

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New Status Bars and Interaction Modal