Hey guys! I've been pretty busy recently, but all done now.
I suggest your remove "Keyboard" from options until you actually implement it.
Edit: I'll just put this here: When using the gravity potion the screen goes black instead of reverting, is this a mod glitch or my game?
Mod glitch, sorry
I fixed it recently, I don't think it made it into the release though, it'll work in the next update.
[DOUBLEPOST=1453205100,1453096317][/DOUBLEPOST]Hiya!
So, for this next update it looks like we're going to be focusing on an upgrade to the menu. This will probably include:
- Submenus for some options
- Cleaning things up a bit for less clutter an a better experience
- Adding the "Keyboard" menu in (depending on how 1/2 turn out, this may only be a small sub-menu
- (maybe) a hotbar-esqe row of toggles on the bottom of the screen (more info below)
There are a couple of different directions that we can go with these, so I'd like to run a few things by you guys to see what the best way to go is.
Starting with
1 & 2:
As
@inomanoms pointed out, the menu in its current state is pretty cluttered. There's also the point of customizing certain options. For example, Godmode currently makes you completely invincible to damage, disables mana draining, and will soon protect from debuffs. But what if you don't want all that, only part of the feature? We could seperate the toggles (as they were in previous versions) but that both clutters the menu and makes it a hassle to go full Overkill on anything. I'm looking at a "happy medium": making Godmode its own single option, but enabling users to customize what that option entails somehow. Additionally, some options (wire opacity, wire lighting, dummy ghost display) are very clunky in the menu, but all have the same basic function. The best solution for this that I can see is to include a sub-submenu - grouping similar options by what they do.
These solutions are both very similar - but they are not the same thing. From a design perspective, it's important to show that there is a difference - in one subsubmenu, you're changing how a feature works & in another you're changing multiple individual features.
A whole new column of menu options would be unnesssecary overkill, as not all toggles require the third menu and if it's not being used it's a massive chunk of wasted space. I think a good way of doing it would be a small pop-up menu that appears next to the option or subcategory. This menu could be accessed by a small button to the right of the toggle - a ▶ symbol for categories (e.g. wire opacity) and a settings cog for option customization (e.g. godmode). I'm not sure if this is enough of a difference for the menu to still feel intuitive, but we'll see how it goes.
edit: I fell asleep
sorry
3 & 4: Keyboard/Toggle Bar
Previously, in a time where the list of features of this mod was much shorter, we used keyboard shortcuts to activate certain features. This was great; it was both easy to use and unobtrusive, but also simple for us to make. However, keyboards only have so many keys, so we couldn't keep adding more buttons. Thus the menu was born - but now, it's much harder to access these features in a snap. When making the interface, I had plans to give a bit more customizability to the keyboard toggles, but they were pretty bad and would have been a pani to set up. Even so, if you can't see exactly what you have set, it can be a bit tricky to find out what a key does. I'm proposing to have a togglebar shown on the bottom-left of the screen - menu options can be set to the togglebar (shift-click, drag, button next to it?) where a nice-looking icon will display. The first 4 buttons on this togglebar would be able to be activated by remappable keys (set to L,K,P,O by default). This means that you can set your favourite options to a nifty shortcut and easily change them depending on what project you're working on.
Each option in the menu will be given an icon to represent it in the hotbar. As for putting toggles into the hotbar, a couple of options come to mind:
- Dragging a toggle directly from the menu
- Shift-clicking (or alt-clicking) a menu option
- Clicking an icon next to a menu option
Each of these have their pros and cons. Dragging toggles gives you nice freedom to put things where you want, but (depending on how we code it) can get in the road of trying to actually activate the toggle. Shift-clicking an option doesn't get in the road of normal use, but means that you can't see the icon until it pops up in a random place half-a-screen away from where you clicked. My art skills aren't fantastic, and while I'll try to make the icons for each options itentifiable and unique, it's better to directly see the connection between a setting and its icon as to eliminate confusion. Finally, showing a menu option's icon next to the menu option itself shows this relationship clearly, but further clutters the already-cluttered menu.
To bypass these disadvantages I'm proposing a mixture of the three - holding Shift will extend the menu's width slightly and display an icon next to each setting. This icon could be dragged to the desired location on the hotbar.
Over today, I'll whip up some 'concept code' to give you an idea of what it will look like. Thanks for reading this guys!
[DOUBLEPOST=1453357260][/DOUBLEPOST]Sorry! Here's a mini-demo of what the "pop-up" configuration style menus might look like. The arrow will be replaced with a settings icon once I figure out how to draw one nicely
and it will be generally a bit more polished.