Preliminary concepts for non-combat UI

Today I’ve decided to take a moment and give some initial thoughts on how to layout the remaining combat inventory window then look into what I wanted to do for non-combat. These are mostly just hack & slash images thrown together in a editor. They are only small screen related, the larger one’s will have more space and potentially slightly better layouts.

Combat Inventory
The one combat window we hadn’t made up yet was the one for items used during battle. So here’s what I’m thinking:

CombatItems
  • The list on the right would list all “consumable” items that can be used in combat.
  • Clicking on any of the items in the list will activate the green check box on the bottom right allowing you to continue onto the target selection (who to apply it to)
  • The grid is there for “quick pick”. You can drag any item you want from the list and drop it into the grid. Dropping onto an existing item would simply replace it.
  • Clicking on any item in the grid does the same thing as clicking from the list.
  • The idea here is that you can have “favorite items” listed there saving you from having to look for them all the time (think pheonix down or MP pots!)

From here, we’re into “non-combat” windows…..

Main Window

Main

  •  I decided I didn’t really want a “deep” series of windows for management, so each button here takes you to only one window deep and then you return here.
  •  I could have made a series of integrated windows attached to each other, but wanted to go for simplicity instead. One task, one window kind of thing.
  •  I still haven’t thought of a good way to open the “world menu”, but thinking a small icon on the world map in the upper left and clicking on it would show this?

Combat Inventory

Clicking on “Combat Inventory” here takes you to the same inventory window described above except there is no “accept” green button. Instead, this just allows you to maintain the “quick pick” grid outside of battle and then return back to the main menu.

Items

Items

  • The list on the right are the items that are allowed to be used on members (ALLY)
  • The list on the left are all the characters you have available regardless if they are the current party or not.
  • Clicking on an item on the right “toggles” the item. Once selected, clicking on any character on the left “uses” the toggled item on them. Multiple clicks, multiple uses. (think cure light pots over & over)

Spells

Spells

  •  This follows the same pattern as items except using spells:
  •  The list on the right are the spells that are allowed to be used on members (ALLY)
  •  The list on the left are all the characters you have available regardless if they are the current party or not.
  •  Clicking on an item on the right “toggles” the spell. Once selected, clicking on any character on the left “uses” the toggled spell on them. Multiple clicks, multiple uses.

Equipment
This opens up the equipment dialog we had previously come up with:

Equipment

At this point, nothing has changed here and I’m still happy with how it looks in game.

Party Makeup

Party

  • This is where we can maintain who is in our active party. The idea here is, like FF, we can have more members in our group, but only allowed to have 4 “active”.
  • We can drag & drop characters from the list on the right into the Front/Back slots as desired. (remember frontline has a 70% chance of being chosen for random group attacks)
  • Clicking on the slots or the item list displays their stats in the section below.

Backpack
The backpack is an “overall” view of their entire inventory.

AllInventory

The list on the right is the list of items as filtered by the buttons on the left. Clicking on an item displays the description for it.

 

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