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Path Continuity, quest menu idea

Posted: Sun Jul 22, 2012 3:56 pm
by Tulkas
First off I'd like to say I absolutely LOVE tgis game! I'm from the old school and I really disliked the modern direction of most RPG s.

I have an idea, and the perfect place i can use for example is when you are heading into Remgaurd via the bridge, and you exit the bridge map to the town entrance map, you have to deviate from the course set by the bridge. basically I need to jaunt to the side in order to enter thr gate. I know this is a small thing, but it's still a completely unnecessary hindrance to the player. I've notuced this when transitioning from one map to another several times. Please review the map transitions and make it so we can "just continue straight."

It would be great to sort the quests out by area. Remgaurd area quests << fighting sisters, etc Prim << questName qyestName, etc

Sortable inventory! or if thats a pain, how about simply display new items on top instead of the bottom?

Re: Path Continuity, quest menu idea

Posted: Mon Jul 23, 2012 9:17 am
by Meirerion
Tulkas wrote:It would be great to sort the quests out by area. Remgaurd area quests << fighting sisters, etc Prim << questName qyestName, etc
I love this idea, huge +1!

Re: Path Continuity, quest menu idea

Posted: Fri Jul 27, 2012 6:13 pm
by Tulkas
Oskar, did you read this post and understand the first part of what i was saying about path continuity? And what about my other ideas? Thanks for making this great game!

~ ~ ~ 2nd Post ~ ~ ~
Meirerion wrote:
Tulkas wrote:It would be great to sort the quests out by area. Remgaurd area quests << fighting sisters, etc Prim << questName qyestName, etc
I love this idea, huge +1!
thanks for the +1!

Re: Path Continuity, quest menu idea

Posted: Fri Jul 27, 2012 10:23 pm
by sdevaney
Not everything in life is a straight line....
Sort-able inventory via longpress (move up/down)

Re: Path Continuity, quest menu idea

Posted: Sat Jul 28, 2012 11:37 am
by Tulkas
sdevaney wrote:Not everything in life is a straight line....
Sort-able inventory via longpress (move up/down)
I understand not everything in life is a straight line, but this is a game. And in a game, when transitioning from one map to another, your path should be on the same point on your screen right after map transition. it's a design thing. if done right the player will never realize you did it. it's just an extra level of polish to the game.

thanks for the sort tip.

Re: Path Continuity, quest menu idea

Posted: Mon Jul 30, 2012 2:04 pm
by fiernaq
Tulkas wrote:
sdevaney wrote:Not everything in life is a straight line....
Sort-able inventory via longpress (move up/down)
I understand not everything in life is a straight line, but this is a game. And in a game, when transitioning from one map to another, your path should be on the same point on your screen right after map transition. it's a design thing. if done right the player will never realize you did it. it's just an extra level of polish to the game.

thanks for the sort tip.
+1 agreed.

Re: Path Continuity, quest menu idea

Posted: Wed Aug 08, 2012 11:57 pm
by Mayweed
sdevaney wrote:Sort-able inventory via longpress (move up/down)
That's moving to top or to bottom. It would be perfect, if there would also be options for moving the selected item one slot upwards or downwards. Also when equipping an item, the replaced item could be placed in the active position - so it would be easy to keep all weapons, armours etc together.