Jump to content

joeyslucky22

Members
  • Content Count

    151
  • Joined

  • Last visited

Everything posted by joeyslucky22

  1. joeyslucky22

    Inventory UI concept design v2.1 (window based)

    Definitely not fixed! The whole idea of the window sections is so that you can arrange your inventory screen sections however you'd like. Keep it simple with one window open at a time = see more stuff in the background Open everything possible = obstructs most of your screen Edit: oops! just realized you were talking about opacity. Originally thought opacity would be fixed but adding a slider could be interesting.
  2. joeyslucky22

    Inventory UI concept design v2.1 (window based)

    New concept! Kept the window based inventory, used a more "Space Station 13" inspired design and fits a 1024 x 768 resolution imgur gallery More pics: Thoughts!
  3. joeyslucky22

    [3D model] Different Food Qualities (3/29 Update)

    It had to be done
  4. joeyslucky22

    [3D model] Different Food Qualities (3/29 Update)

    It's a healthy mix of spec map and sneaky texture work ;) Blender's hotkeys will forever be burned into my memory.
  5. joeyslucky22

    [3D model] Different Food Qualities (3/29 Update)

    ...I'm thinking 50 lb bags of delicious dog food. <----- aww yeaaaahh
  6. joeyslucky22

    [3D model] Different Food Qualities (3/29 Update)

    I'm modeling in Blender and texturing in Photoshop
  7. joeyslucky22

    [3D model] Different Food Qualities (3/29 Update)

    Ooops! Almost "reported" you instead of replying lol who designed these damn forums?!? Oh wait... Yes, I'll definitely be posting more but first I'd love to hear your thoughts on the possibility of doing different "qualities" for each food item
  8. joeyslucky22

    Inventory UI concept design v2.1 (window based)

    Thanks Grodenn! I'm not sure the highlighting is necessary as I feel that's a bit too user-friendly. Plus with rotating and flipping objects, it's really up to the player to try and make something they really want, fit.
  9. joeyslucky22

    Inventory UI concept design v2.1 (window based)

    Ok so I added a few more screen concepts to http://joeflashedme.com/dayz/wep/inventory.html Dragging container items such as backpacks, toolboxes, etc, outside of its "containment" area (ground, backpack, etc) would open a connection window (for containers inside containers, dawg) Here's a concept for a vehicle gear menu. Each vehicle could have a different "cab" layout and different sized bed/trunk areas with different weight limits:
  10. joeyslucky22

    Get Rid of Player Count

    I can dig it.
  11. joeyslucky22

    Get Rid of Player Count

    I had thought about this as well. Not knowing the server population will keep all players in a perpetual state of paranoia. I play extremely differently knowing the amount of players in a server. My friends and I found a server that's almost always completely empty, and we find ourselves constantly checking the player list (just because we can). TBH, I'd rather not have that ability and never really know how many people to be cautious of. I'm all for this.
  12. joeyslucky22

    Inventory UI concept design v2.1 (window based)

    None taken. I'm more wondering about the functionality than the design. Would opening your coat or backpack as a window, dragging/dropping items around feel more intuitive?
  13. joeyslucky22

    Inventory UI concept design v2.1 (window based)

    Because, hey, why not! :P I just love the concept stage of game design (and I currently hold a job as a full time UI designer). If I can contribute anything to the actual game (designs or ideas), that's a huge personal achievement! If anything, it's a fantastic learning experience and listening to all your feedback is a great way to improve upon my work. edit: And it helps having a ton of free time ;)
  14. joeyslucky22

    Inventory UI concept design v2.1 (window based)

    To open & close the gear windows (hat, coat, shoes, etc..). That section can also be hidden with the [-] button next to "Your Gear"
  15. joeyslucky22

    Inventory UI concept design v2.1 (window based)

    I was thinking looting would work something like this: Where their gear would appear in a different colored box and whatever weapon they were carrying on their hands or shoulder slots, would appear on the ground. There should not be a one button "pick up all" when looting. With this method, you'd actually feel like you're scavenging this body.
  16. joeyslucky22

    Inventory UI concept design v2.1 (window based)

    Thanks disorder! This week I'll hopefully have a working flash example together to get a better grasp on it (and mostly just to tune up my coding capabilities).
  17. joeyslucky22

    Inventory UI concept design v2.1 (window based)

    Alright! Based on ya'lls feedback, spent the last two days coming up with a new UI concept using submenus and stuff. Tell me what you guys think Check it out here: http://joeflashedme..../inventory.html Preview:
  18. joeyslucky22

    Inventory UI concept design v2.1 (window based)

    Wow fantastic feedback thanks wifin! I'm currently working on a second version to clean up the clutter and will be using collapsible menus to hide things.
  19. joeyslucky22

    Inventory UI concept design v2.1 (window based)

    I designed it to look (and function) more like how a "pile o' loot" would be IRL, kind of messy unless someone had intentionally organized it. You would need to actually rummage through items to find everything within the pile. My thought was that you could organize those items however you wanted inside that box, so you could hide items under a tire or organize loot however you see fit.
  20. joeyslucky22

    Loot in the DayZ Standalone

    Totally agree. You should never know exactly where to look for loot inside of buildings. There should always be that thought of, "I'm missing something... I have to keep looking... But I shouldn't stay here..."
  21. joeyslucky22

    Realistic gun mechanics like Reciever

    What might work is having a stamina system implemented, and once you've depleted your character's stamina, you have the option of tapping W to continue an "emergency sprint" Related note: I actually bought an under the desk stair stepper and plan on rigging it up so that the faster I walk/run IN REAL LIFE, determines if i'm walking/running in game. Not quite sure how I'll do that yet but it's really pretty boss getting a small work out while playing DayZ ;)
  22. joeyslucky22

    Realistic gun mechanics like Reciever

    ...eh, that's a mechanic I don't see working in DayZ. You wouldn't want to constantly be tapping W running across a field. Wolfire even mentions that tapping W only works in receiver because the map is so small and close quarters.
  23. joeyslucky22

    Realistic gun mechanics like Reciever

    I would absolutely love to see the receiver gun mechanics in DayZ. Everyone needs to try this game now.
  24. If you haven't already, I highly suggest trying out a little game called "receiver" by wolfire games Can get it for $5 here -- http://www.wolfire.com/receiver Some of the BEST gun mechanics I've ever played with and would love to see something like this in the standalone. This with weapon jamming/cleaning, I couldn't imagine the kinds of stories it would create :)
×