It's time for our third Community Poll, but first lets recap the previous two.
In Community Poll #1 we discussed various ideas for the leveling and item system in the mod. In general, we decided to do these systems much differently than the way they were done in MS:C.
In Community Poll #2 we voted on the way the inventory would work. So far most people would rather have multiple storage units (bags, quivers and holsters) instead of just one unlimited backpack.
Both polls are still open and you may still post your ideas.
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Now, for our third poll we will discuss how we would like to control the UI. Like the second poll we have two options, but we also encourage you to post your own ideas if you think you have come up with something better.
System #1: The interface is split up into different windows.
This option is the most like MS:C, pressing "I" opened the inventory and "P" opened to character panel. In other games we've seen systems like this used where "L" opens the quest log, "M" opens the map, "K" opens skills and abilities .etc
Each window is separate and has its own exclusive function.
System #2: The whole interface opens on one window and has tabs.
Oblivion is likely the most popular example of this. "Tab" is the universal button. It is responsible for your quest log, spells, inventory, attributes, conditions and more.
It works as kind of a one stop location for all your UI needs. Functions may have exclusive tabs, but do not have their own window.
Keep in mind the controls mentioned are only examples. Controls in MS:S will be customizable.
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I'll kick this off like I did in Community Poll #2, by listing the pros and cons. Only this time without illustrations (I know I know, so sad) and much shorter in length.
Here's the trade off:
System 1:
Good: No need to click through tabs. You want the character panel? Press the right button and you have it.
- Multiple windows tend to feel more flexible than just one window with tabs.
Bad: Increases the number of buttons required to control the game.
- Possible cases of clutter when working with multiple UI windows at once.
System 2:
Good: You only need one button. After you press it, everything you need is just one mouse click (or maybe even hotkey) away.
- Very organized.
Bad: Lack of exclusivity. "I just wanted the skill panel, nothing else."
- May not open the tab you wanted first. / Does not encourage remembering hotkeys as much as System 1.
Let us know what you think.
In Community Poll #1 we discussed various ideas for the leveling and item system in the mod. In general, we decided to do these systems much differently than the way they were done in MS:C.
In Community Poll #2 we voted on the way the inventory would work. So far most people would rather have multiple storage units (bags, quivers and holsters) instead of just one unlimited backpack.
Both polls are still open and you may still post your ideas.
--------------------------------
Now, for our third poll we will discuss how we would like to control the UI. Like the second poll we have two options, but we also encourage you to post your own ideas if you think you have come up with something better.
System #1: The interface is split up into different windows.
This option is the most like MS:C, pressing "I" opened the inventory and "P" opened to character panel. In other games we've seen systems like this used where "L" opens the quest log, "M" opens the map, "K" opens skills and abilities .etc
Each window is separate and has its own exclusive function.
System #2: The whole interface opens on one window and has tabs.
Oblivion is likely the most popular example of this. "Tab" is the universal button. It is responsible for your quest log, spells, inventory, attributes, conditions and more.
It works as kind of a one stop location for all your UI needs. Functions may have exclusive tabs, but do not have their own window.
Keep in mind the controls mentioned are only examples. Controls in MS:S will be customizable.
--------------------------------
I'll kick this off like I did in Community Poll #2, by listing the pros and cons. Only this time without illustrations (I know I know, so sad) and much shorter in length.
Here's the trade off:
System 1:
Good: No need to click through tabs. You want the character panel? Press the right button and you have it.
- Multiple windows tend to feel more flexible than just one window with tabs.
Bad: Increases the number of buttons required to control the game.
- Possible cases of clutter when working with multiple UI windows at once.
System 2:
Good: You only need one button. After you press it, everything you need is just one mouse click (or maybe even hotkey) away.
- Very organized.
Bad: Lack of exclusivity. "I just wanted the skill panel, nothing else."
- May not open the tab you wanted first. / Does not encourage remembering hotkeys as much as System 1.
Let us know what you think.