Weekly updaaa-aatee!
So the last few weeks we've kinda been venturing down this dark hole that is called Interfaces. Menus, GUIs, HUDs, all that juicy stuff. This week was no different, except for me doing some new weapons and stuff!
This here is the
multiplayer lobby! Players can gather there before starting a game, and adjust a couple of multiplayer settings. Of course, if you don’t like waiting for that dude who’s just gonna “grab a sandwich or something”, you can start the game and have your friends connect to you while you’re playing!
The first option you have is
Item Share. It can be set to either Each Take, where all items go to whatever player that picks them up, or Round Robin, which distributes items fairly and randomly.
Secondly we have
Mentorship, which if turned on will synchronize the combat efficiency of all characters to roughly the same level as the lowest leveled character. This is useful for players who want to play together, but haven’t gotten equally far into the game. Instead of having to start over from the beginning, they can play from where the lower leveled player is in the story without the higher leveled one wreaking havoc and potentially ruin the experience for his friend.
That sums up the lobby pretty well, so let’s head on to the HUD-changes by showing two screens of the different setups:
Gamepad HUD
Keyboard HUD It’s been a long time coming, but we finally decided to completely separate the control schemes for keyboard and gamepads. Up until now, we’ve had emulator-like controls on the keyboard, which worked sort of well, but certainly not as well as it could. This meet-halway-there approach limited our options with the controller as well, so this was the right thing to do.
The new
keyboard HUD looks and works similar to modern RPGs and MMOs, where you have a bar with abilities which you activate with hotkeys (which you can bind however you want — in the picture I’ve used keys close to those I use for the sword and shield). You can have up to ten quickslots set at a time, and a quickslot can contain either a skill, a consumable item or a weapon.
The
gamepad HUD looks like it used to, and also has ten quickslots. The first two can be used by just pressing a button, and two sets of four more quickslots can be accessed by holding the left or the right trigger before pressing the button. We might do a video of this later to show it in action.
Aaaand, as promised, some new weapons in form of morning stars and two handed twigs. Good stuff!
Windybeard & Son of BryceThanks dudes