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Neerak10

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About Neerak10

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  1. Neerak10

    Standalone Inventory UI Mockup Suggestion

    Well, the quickbar seems to be something that's going to stay. From the demo's I've seen, if there's no items in the quickbar, the slots don't appear in the HUD. The ticker also seems to be the way it's going, with a lot of ingame audio-visual cues as well. This is just an idea of how I think it should work as it currently stands.
  2. Upon seeing the latest inventory screen from all the E3 coverage, I decided to create a mockup of a design inspired by it, with a few ideas I had while late night scribbling in my sketchbook last night. The basic idea is that if the game is already in third person mode, the background will blur out, and these menu's will pop up, creating a seamless transition between ingame and inventory management. All the on character items are represented by the circles. these circles act as the anchor point where the items can be moved from the characters body, which allows for what Rocket has said he wants to do. Seamless transition Immersive menu Retain situational awareness Could allow player to move while swapping out items, excellent for the 'vicinity' thing. Move around the character by dragging the mouse, rather than rotating the character I want it to work a bit like the airship weapons overview in Guns of Icarus Online, where the points move around as you rotate the character, but the rest is fairly fixed. Also, a general HUD design I made: The main difference is the positioning of the quickbar here, and the ticker for character updates coming off the character himself. I personally think that looks kinda cool :P Also, it might be a good idea to have the character ever so slightly off center, so that there is more room to aim. Edit: This is a cross-post from what I put on Reddit here: http://www.reddit.com/r/dayz/comments/1gfz9d/standalone_inventory_ui_mockup/
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