From The Mana World
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{{Category_gameconcept}}
{{Category_gameconcept}}
{{Gaps|
* What kinds of items can be equipped?
* What are the conditions for equipping items?
* What effects do equipment pieces have on the wearer?
}}
{{Controversial|
{{Controversial|
Which of the two systems described below should be used? Or should we create anotherone from scratch?
Which of the two systems described below should be used? Or should we create anotherone from scratch?
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::I believe I have answered this before elsewhere, but in the sense of healing potions that heal using percentages. I think it won't really work because it would remove part of the need to find better items, which is actually part of the fun. --[[User:Bjørn|Bjørn]] 12:36, 13 Sep 2005 (CEST)
::I believe I have answered this before elsewhere, but in the sense of healing potions that heal using percentages. I think it won't really work because it would remove part of the need to find better items, which is actually part of the fun. --[[User:Bjørn|Bjørn]] 12:36, 13 Sep 2005 (CEST)
:I think that scriptable items and items properties is the solution. Using scripting (not XML definitions!) you may apply dynamic "modifiers" to the player. The player stats is the sum of all modifiers properties currently equipped plus character base level stats. Its a lot easier to players deal with absolute values than percentual. Just need be carefully balanced the relation beetwen _item level_ vs. _drop chance_ and price. About the Elven Cloak, I think that using scripts and modifier it can be solved using Skill modifiers. Think about a hiding skill that goes from 0% to 100% of success chance, the Elven Cloak gives a modifier of +100% in hiding, but lowers some other skill and has a limited effect time, like, about 5 secs. All this can be easily done using scripting. [[User:Fungos Bauux|Fungos Bauux]] 04:44, 11 August 2007 (CEST)
::Although scripts that are run when the attributes of a character are computed who is wearing the item or that are executed at regular intervals while the item is worn would offer a lot of posibilities keep in mind that running scripts means a lot of overhead. So I think that the most common item functions should be database values and applying them should be hardcoded (like defence of armor or fixed and unconditional attribute boni). Scripts should only be used for special items with very complex effects. --[[User:Crush|Crush]] 20:11, 11 August 2007 (CEST)


== Equipment Client Interface Proposal ==
== Equipment Client Interface Proposal ==


http://i75.photobucket.com/albums/i308/L4NG3RZ/InventoryProposal.png
[[Image:InventoryProposal.png]]


===Preface===
===Preface===
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====Visual Cues====
====Visual Cues====
<p>The Buttons could include standardized graphical icons as well, instead of just text labels, to lessen the possible language barrier, if the game has not been translated to the users native language.</p>
<p>The Buttons could include standardized graphical icons as well, instead of just text labels, to lessen the possible communication barrier, if the game has not been translated to the users native language.</p>


<p>When an item is selected the bounding rectangle will turn a prominent colour (likely red).</p>
<p>When an item is selected the bounding rectangle will turn a prominent colour (likely red).</p>
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=====Split Function=====
=====Split Function=====
Still in it's concept phase. My suggestion is that when the function is selected, a dialog will show. It will have a scroll bar, and a text input to directly enter in the amount.<br>
Still in it's concept phase. My suggestion is that when the function is selected, a dialog will show. It will have a scroll bar, addition/subtraction buttons, and a text input to directly enter in the amount.<br>
It will validate the amount entered before proceeding.<br>
It will validate the amount entered before proceeding.<br>
When the amount has been input and validated, the item will remain selected. The user navigates to the empty slot that they wish to place the allocated amount, and select it.<br>
When the amount has been input and validated, the item will remain selected. The user navigates to the empty slot that they wish to place the allocated amount, and select it.<br>
This effect would be similar to a move, except that the remaining amount will stay in the initial selected slot and the speciified amount in the new empty slot.<br>
This effect would be similar to a move, except that the remaining amount will stay in the initial selected slot and the speciified amount in the new empty slot.<br>
Using SHIFT+CLICK as most Online RPGs does is the easies and intuitive way to do splitting. When this action is done, a new window popup with a slider bar and/or a input box to select the amount. [[User:Fungos Bauux|Fungos Bauux]] 04:44, 10 August 2007 (CEST)


== See also ==
== See also ==

Latest revision as of 14:29, 10 March 2015

This article collects information regarding the conceptualisation of the gameplay of The Mana World

The following parts of this article are disputed in the development team:


Which of the two systems described below should be used? Or should we create anotherone from scratch?

Player equipment slots

Potential layout of equipment slots.
Part of body Item type
Head Helmet, crown, hat, etc.
Ear Earring
Neck Necklace, amulet, muffler, scarf
Upper body Sweater
Belt Waist
Lower body Trousers
Feet Shoes, boots
Left hand Weapon/shield
Right hand Weapon/shield
Hands Gloves, gauntlets
Wrist Bracelet
Finger Ring

The above list features 12 equipments slots. 4 of these are jewelry, with 1 slot for necklace, 1 for bracelet, 1 for a ring and 1 for an earring. The two hands work together and are used for a one handed weapon with shield, a two handed weapon, or a projectile weapon with ammo.

Other options have been discussed to allow 2, 4 or even 10 rings. Possibly that would also mean 2 bracelets and 2 earrings. Personally I think we're getting too much jewelry that way. This would make equipping more complicated as the player would need to choose which slot to unequip from (while otherwise slot can be selected automatically, as it is now). Also it would mean we can't make jewelry very powerful as a player can wear so many of it. --Bjørn 15:35, 2 Jul 2005 (PDT)
I guess 4 slots for jewelry is enough also for a king. And I was also thinking that maybe it could be better not to show every equipment, such as earrings, they will probably be barely visible and not worth it. I guess we will evaluate this matter as soon as it will be necessary. --ElvenProgrammer 02:41, 3 Jul 2005 (PDT)

A variation on a theme

Inface1.jpg

Seems to be a familiar design, but it's always been realistic enough for me. A larger bag would have more grid-space than a smaller bag; smaller items would fit appropriately in comparison to larger items.. it's all pretty simple. It's just a question of opinion in gaming style. Do we simply want to pay attention to the weight and quantity of items, or do we want to pay attention to each item's size, as well? It's just another level of restriction that is there to implement, if we feel like it.

Having multiple boxes for items makes the coding allot more difficult, I suspect that's why WoW decided to drop it. Weight can be a restriction, I think multiple boxes is just irritating. I remember in muOnline, which uses multibox system, I would have spent considerable time re-arranging the slots , just so I could fit larger items in, and if u didn't have the right free size then u couldn't pickup items, not to mention that auto placing picked up, can't sort the grid out nicely, so u get a nice jumbled mess.

--JoshLangley 01:40, 6 Aug 2007 (GMT +10)

Additional slots

There will be at least one additional slot that cannot be altered by the player directly, which will contain the player's hair. An additional slot for the player face is also discussed.

Altering player appearance

Any of these items will be able to alter the appearance of the player. For the engine to be able to determine the order in which to draw the equipment on the player, each slot has an associated xOrder and yOrder value. The yOrder determines the height: the higher the yOrder, the later the equipment will be drawn. The xOrder determines whether the item is to the left or right of the middle, and is used when the player faces sideways. A negative value means right where a positive value means left.

Multiple use equipment

Since we are working off of a system plan that doesn't include character levels, the question is bound to come up sooner or later: "What if a new player can just strap on the ultimate armor and kill monsters 5 times his level with ease?" I think I have a solution to this:

Each equipment item would have a list of bonuses, each with a condition attached. See the following example:

  • Vampire Cape
    • (No condition) Defense + 12
    • (Dark Magic Skill 50+) Absorb Dark Magic
    • (Vitality Skill 30+) HP drain 20% effect on attacks
    • (Vitality Skill 30+) Halt skill growth - Vitality

So equipping the vampire cape would give any player +12 defense. Also, if his dark magic skill is high, it allows him to absorb dark magic. If he has a high enough HP, he is able to drain HP with attacks, however, his HP skill cannot increase as long as he wears the cape. In this way, we can reserve powerful equipment effects for experienced players, or at least only for players with certain specialties.


That sounds nice, but I have to think of an ElvenCloak. This piece of "armor" stealthes characters and what if we had one ingame and a lv10(expl) Player gets one as a gift/reward and he can't use the benefits? I think armor has a special power of its own, and equipment doesn't "decide" who is worthy of its protection. That includes things like absorption, missile deflection, better movement, maybe skill increase(expl gloves), etc. But maybe a character that is a skilled fighter(~) can use a good cape to catch arrows. Vamp. Cape's Absorb: That would be determined by the material/structure of the cape itself. But again a player that is experienced with dark magic could use it better and absorb even more. That leads me to a thought that this is Player related. A dark magician could possibly absorb b.mag. on his own.

Anyway, those were just ideas...

I think the system presented above will allow for the things you describe, right? I think the system is fine, you seem more concerned about how we're going to use it. --Bjørn 13:03, 30 Jul 2005 (CEST)
Why don't we give items percentual boni instead of absolute boni? A glove which increases strength by 10% would be as useful for a newbie as it is for a high level char. --Crush 20:47, 12 Sep 2005 (CEST)
I believe I have answered this before elsewhere, but in the sense of healing potions that heal using percentages. I think it won't really work because it would remove part of the need to find better items, which is actually part of the fun. --Bjørn 12:36, 13 Sep 2005 (CEST)
I think that scriptable items and items properties is the solution. Using scripting (not XML definitions!) you may apply dynamic "modifiers" to the player. The player stats is the sum of all modifiers properties currently equipped plus character base level stats. Its a lot easier to players deal with absolute values than percentual. Just need be carefully balanced the relation beetwen _item level_ vs. _drop chance_ and price. About the Elven Cloak, I think that using scripts and modifier it can be solved using Skill modifiers. Think about a hiding skill that goes from 0% to 100% of success chance, the Elven Cloak gives a modifier of +100% in hiding, but lowers some other skill and has a limited effect time, like, about 5 secs. All this can be easily done using scripting. Fungos Bauux 04:44, 11 August 2007 (CEST)
Although scripts that are run when the attributes of a character are computed who is wearing the item or that are executed at regular intervals while the item is worn would offer a lot of posibilities keep in mind that running scripts means a lot of overhead. So I think that the most common item functions should be database values and applying them should be hardcoded (like defence of armor or fixed and unconditional attribute boni). Scripts should only be used for special items with very complex effects. --Crush 20:11, 11 August 2007 (CEST)

Equipment Client Interface Proposal

InventoryProposal.png

Preface

We will need to clarify a few terms to improve clarity within this section.
A reference to the Equipment window – will now encompass elements of the old Equipment window, and the Inventory window, plus new features.
The old 'Equipment Window' will now be considered part of the 'Equip section' of the equipment window.
Functionality that was previously contained in inventory window, will now be considered the 'Backpack' of the equipment window.

Overview

This document describes and outlines the changes and specifications that will be required to create the Item interface system. This system is not stand-alone, and is integrated, so some overlapping may occur when it comes to documenting the interaction with other inter-connected systems.
A total gui re-design will be required from the ground up, to support the slot based system.

Guidelines

Some additional goals are listed here.
The interface should be made to work with a minimum of a one Button Mouse and keyboard.
Every attempt should be made to ensure that a user can use just a Keyboard or Joypad, without the need for a mouse.

Functionality

Keyboard/Joypad requirements

The following will be required, to be able to use the full functionality of the Equipment window.

Required Keys
KeyboardJoypad
Arrow KeysDirectional Pad
Select KeySelect Button
Context KeyContext Button

Keyboard shortcuts

Their should be some shortcuts to switch between various sections. The spot at which the highlight cursor left off should be remembered, so if the user switches back than they can resume where they left off.
Additionally, they should be made configurable.

FunctionDefault Value
Switch to Backpack sectionB
Switch to Equip sectionE

Selecting Items

When an item is selected, the Name, Description, and the Effect should appear in a dedicated section.

Visual Cues

The Buttons could include standardized graphical icons as well, instead of just text labels, to lessen the possible communication barrier, if the game has not been translated to the users native language.

When an item is selected the bounding rectangle will turn a prominent colour (likely red).

Mouse

When an item is selected and the cursor moves from the item, the item icon will appear underneath the cursor. When the user selects it's context then it will dissapear.

Keyboard / Joypad

When navigating items, a bounding rectangle will follow (likely orange).

Actions

Here are the actions that can be taken with the items both in the backpack and the equip section.

Action Mouse Keyboard / Joypad
Navigate items.
  • Move Mouse.
  • Arrow Keys / Directional Pad.
Select Item.
  • Left Click.
  • Select Key.
Un-select Item.
  • Cursor on item - Left click.
  • Cursor off item - Right click, Context Key + left Click.
  • On item - Select Key
  • Off item - Context Key + Select Key.
Use/Equip/Un-Equip Selected Item.
  • Use/Equip/Un-Equip button.
  • Context menu -> Use/Equip/Un-Equip.
  • Use/Equip/Un-Equip button.
  • Context menu -> Use/Equip/Un-Equip.
Move an item.
  • Select Item + 'Navigate'.
  • Select Item + 'Navigate'.
Drop Item.
  • Navigate and left click on viewport.
  • Drop button.
  • Context menu -> Drop.
  • Navigate and Select key on viewport.
  • Drop button.
  • Context menu -> Drop.
Open context Menu.
  • Right Click.
  • Context Key + Left click.
  • Context Key.

Actions that are specific to the backpack section.

ActionMouseKeyboard / Joypad
Split Item.
  • Split Button.
  • Context Menu -> Split.
  • Split Button.
  • Context Menu -> Split.


Context Item Menu

Here is the context menu options on a selected item.

Backpack Section
Use/Equip.
Drop.
Split.


Equip Section
Un-Equip.
Drop.
Moving Items

The user should be able to click or select various sections on the interface which will indicate what to do with the item that's been selected.

Note - The user should have the ability to unselect an item in any area by doing a un-select, in the equipment window, and areas that are listed below.

AreaFunction
Use/Equip/Un-Equip ButtonUse/Equip/Un-Equip Item.
Drop ButtonDrop Item
Split ButtonSplit Item.
Equip areaAssign to correct slot.
Backpack areaMove item to next free slot.
Viewport areaDrop Item.
Shortcut areaAssign shortcut to item.
Item Slot - EmptyMove Item to empty slot.
It has been proposed that drag and drop be used instead, however Guichan does not support this yet. -JoshLangley 23:49, 6 Aug 2007 (GMT +10)
Split Function

Still in it's concept phase. My suggestion is that when the function is selected, a dialog will show. It will have a scroll bar, addition/subtraction buttons, and a text input to directly enter in the amount.
It will validate the amount entered before proceeding.
When the amount has been input and validated, the item will remain selected. The user navigates to the empty slot that they wish to place the allocated amount, and select it.
This effect would be similar to a move, except that the remaining amount will stay in the initial selected slot and the speciified amount in the new empty slot.

Using SHIFT+CLICK as most Online RPGs does is the easies and intuitive way to do splitting. When this action is done, a new window popup with a slider bar and/or a input box to select the amount. Fungos Bauux 04:44, 10 August 2007 (CEST)

See also