UI/controls - enhancements

Talk about the mods or features you'd like to see in Daggerfall Unity. Give mod creators some ideas!
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mikeprichard
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UI/controls - enhancements

Post by mikeprichard » Thu May 17, 2018 1:57 am

Ideas for base DFU enhancements to various UIs and the control scheme:

Character sheet UI enhancements
1) Display current/maximum spell point values
2) Add tooltip info displaying leveling progress in each skill (as in Morrowind)
3) Add bounty/crime/regional reputation indicator (if DFU able to track all crimes rather than only most recent)*

Inventory sheet UI enhancements
1) Use info panel to show gold amount/gold weight; show full item data (all enchants) in mouseover tooltips**

HUD enhancements
1) Display current/maximum character health/fatigue/spell point values
2) Display health/disease "status" info on HUD and/or first "status" pop-up (instead of on second "status" pop-up)***
3) Display remaining duration of active effects*
4) OPTIONAL SETTING: Display current/maximum enemy health/fatigue/spell point values*

Character creation/leveling UI enhancements
1) OPTIONAL SETTING: Display total value of each roll on character creation attributes dice roll screen
2) OPTIONAL SETTING: Force maximum attribute/health bonus points at level-up

Controls enhancements
1) OPTIONAL SETTING: Interaction Modes replaced with left-click (talk/use/open/loot), right-click (info), sneak (stealing) (to be reconsidered in DFU alpha/beta)****
2) OPTIONAL SETTING: Run and Sneak operate as always on/always off toggles (to be added in DFU alpha!)*****

Requested enhancements now implemented in DFU
1) Display number of arrows remaining on HUD if bow equipped* (added by Hazelnut in October 2018 DFU builds)
2) Add tooltip info displaying skill increases remaining until next level-up (added by Hazelnut in June 2019 DFU builds)

*Credited to Ziune Wolf (viewtopic.php?f=12&t=1085#p13063)
**Credited to BansheeXYZ (viewtopic.php?f=12&t=1614&start=10#p18420)
***See suggestion to change color of health bar to show disease/poison status (viewtopic.php?f=4&t=2296#p26886)
****Per Interkarma (viewtopic.php?f=4&p=26773#p26767)
*****Per Interkarma (viewtopic.php?f=4&p=24311#p24310)
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(Original topic post:)
One little feature that I guess would be simple to eventually implement would be an optional display on the character creation attributes dice roll screen showing the total value of each roll (i.e. the sum of the 8 attributes' base values plus the bonus points that were rolled). This would make min-maxing the starting stat values a lot easier.
Last edited by mikeprichard on Sun Jul 28, 2019 6:40 pm, edited 68 times in total.

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Hazelnut
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Re: Character creation - display total value of stats roll

Post by Hazelnut » Thu May 17, 2018 6:21 pm

How about only if you name your character "MinMax" does the total appear! :twisted:

:lol:

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mikeprichard
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Re: Character creation - display total value of stats roll

Post by mikeprichard » Thu May 17, 2018 8:37 pm

Ha, I like it - let's see this in new builds tomorrow. :D

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Jay_H
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Re: Character creation - display total value of stats roll

Post by Jay_H » Fri May 18, 2018 12:19 am

I believe technically the correct term is munchkin :lol:

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mikeprichard
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Re: Character creation - display total value of stats roll

Post by mikeprichard » Fri May 18, 2018 1:24 am

I believe "optimizer" is the politically correct term. ;)

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Jay_H
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Re: Character creation - display total value of stats roll

Post by Jay_H » Fri May 18, 2018 2:15 am

Agreed, that would be it :)

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Hazelnut
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Re: Character creation - display total value of stats roll

Post by Hazelnut » Fri May 18, 2018 10:19 am

Jay_H wrote:
Fri May 18, 2018 12:19 am
I believe technically the correct term is munchkin :lol:
It was a reference to the Goblins comic character MinMax. :ugeek:

Who is a total munchkin.

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mikeprichard
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Re: Character creation - display total value of stats roll

Post by mikeprichard » Fri May 18, 2018 12:04 pm

Ah - cheers for the education. :geek:

Also, just added some more ideas to the top post for enhancements to the character sheet/creation UIs and control scheme.

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mikeprichard
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Re: UI/controls - enhancements

Post by mikeprichard » Thu May 31, 2018 7:43 am

Reorganized the first post, and added four UI/HUD-related ideas originally suggested by Ziune Wolf.

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Ziune Wolf
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Re: UI/controls - enhancements

Post by Ziune Wolf » Thu May 31, 2018 5:20 pm

I agree with these changes. Quality of life changes are something that we can definitely improve upon from classic. :)

Also, thank you (again) for giving my ideas a little more light, again. Glad to see someone else is thinking about the little things that can make the game a lot more accessible and easy to use, not just for new players, but for veterans as well. :)

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