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	<title>Paradice Software &#187; UI</title>
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	<description>Developing a role-playing game since 1981</description>
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		<title>The quest for an intuitive interface</title>
		<link>http://www.paradicesoftware.com/blog/index.php/2009/12/the-quest-for-an-intuitive-interface/</link>
		<comments>http://www.paradicesoftware.com/blog/index.php/2009/12/the-quest-for-an-intuitive-interface/#comments</comments>
		<pubDate>Fri, 04 Dec 2009 21:09:54 +0000</pubDate>
		<dc:creator>Lawrence</dc:creator>
				<category><![CDATA[Icefall]]></category>
		<category><![CDATA[UI]]></category>

		<guid isPermaLink="false">http://www.paradicesoftware.com/blog/?p=188</guid>
		<description><![CDATA[One of the hardest bits about creating Icefall was getting the User Interface (UI) just right.
Icefall&#8217;s chief inspirations are &#8220;old-school&#8221; role-playing games like Angband (aka Roguelikes: Nethack, Moria, Omega, ADOM all fall into this category). But these old-school games all rely on essentially a text-mode interface with a myriad of hotkeys. I want to make [...]]]></description>
			<content:encoded><![CDATA[<p>One of the hardest bits about creating Icefall was getting the User Interface (UI) just right.<br />
Icefall&#8217;s chief inspirations are &#8220;old-school&#8221; role-playing games like Angband (aka Roguelikes: Nethack, Moria, Omega, ADOM all fall into this category). But these old-school games all rely on essentially a text-mode interface with a myriad of hotkeys. I want to make Icefall more accessible than that. So I took the UI elements from &#8216;modern&#8217; RPGs like World of Warcraft, Titan Quest, and Dragon Age: Orgins: hotbars, cooldowns, drag &amp; drop.</p>
<p>Of course these &#8216;modern&#8217; interfaces are much more work to get right than a classic keyboard-driven one. Even though I&#8217;ve spent more time on this aspect than any other, it&#8217;s still not perfect. Here&#8217;s an example I found yesterday:</p>
<div id="attachment_189" class="wp-caption aligncenter" style="width: 411px"><img class="size-full wp-image-189" title="Icefall Backpack user interface" src="http://www.paradicesoftware.com/blog/wp-content/uploads/2009/12/Backpack_armor.png" alt="Icefall Backpack user interface" width="401" height="352" /><p class="wp-caption-text">Icefall Backpack user interface</p></div>
<p>Looks easy enough. To equip the Apprentice Jerkin, players can either click and drag it to their Character Sheet, or else right-click it to equip. The problem: there are two, identical jerkins in the player&#8217;s inventory. Click and drag works fine, but if you right-click the second one, a strange thing happens: the *other* jerkin is equipped instead, and disappears from inventory.</p>
<p>Why? Well, right clicking an item in Icefall triggers a codepath to essentially &#8220;Activate Item: Apprentice Jerkin&#8221;. It&#8217;s set up this way so that players can also drag equipment to their hotbar, and equip it directly from there. All good so far. BUT: internally, the inventory is stored as an array, and is stored from left-to-right, top-to-bottom. So when the &#8220;Activate Item&#8221; codepath is triggered, it goes looking for an Apprentice Jerkin to activate, and it finds the other jerkin (the one in the row above) first &#8211; so it activates it!</p>
<p>A rare situation, a completely logical consequence of the way I implemented right-click behaviour. Technically correct (There are no downfalls to the player if the &#8216;wrong&#8217; jerkin is equipped: they&#8217;re identical by definition) and yet it feels completely wrong and would likely alienate a casual user. So I&#8217;m going to have to find a workaround <img src='http://www.paradicesoftware.com/blog/wp-includes/images/smilies/icon_sad.gif' alt=':(' class='wp-smiley' /> </p>
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