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No DevBlog this week but here is some screens

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I really like the idea of the new inventory, and I don't mean to be rude, but to me it looks like it's been made to look ugly by choice. :D

But after all it's really inspiring. Here's how I would like to see it in the future (maybe somewhere after the alpha stage..?):

nLqeNcS.jpg

I put about one hour of effort to that, most of which to separate the items from the old background. :)

Vast improvement :) Just need to add the boxes at the bottom.

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Also here's a direct copy and paste from the inventory section in the suggestion megathread. Admittedly its a little outdated now, this was made almost a year ago.

-A REVISED INVENTORY SYSTEM-

  • More weight contributes to the rate you fatigue and slows your movement.

  • The inventory system should take shape, size and volume into account.

  • The inventory system should work by a folder-like system. Everything is set out in a series of "containers".

  • The largest containers in your inventory are what you wear. For example your backpack, your pockets and pouches on your assault vest.

  • Other containers such as first aid kits might fit inside your backpack. Inside these you may have individual items.

  • Other things like toolboxes might hold inside them several tools. If you stumble across a toolbox and dont have space for the whole thing you might cherry pick a select few items.

  • Magazines would work like containers. Individual bullets are items. Magazines only hold bullets for which they are designed to take. This would allow you much greater freedom in managing ammo and magazines, which is one of the biggest gripes at the moment amongst Day-Z players, and provide much greater realism. It would present new challenges and new dilemmas to the player and add more variation in finding loot. For example you might find a box of hollow-points and a box of armour piercing rounds, but you only have one magazine. Are you going to be coming up against armoured enemies or not? Do you load the hollow points or the AP rounds, or even alternate them throughout the magazine?

  • Containers should hold liquids. A 20 litre jerry can could be filled with water or petrol, with which you could either fill 20 water bottles, or 20 molotov cocktails respectively. Should you have two vehicles and only one jerry can of fuel, you could use this mechanic to put 10 litres in each.

I knocked up a few screens, more to come, but here's some annotated and an un-annoated screenshots of the ideal inventory. This is a rough concept design. Obviously Rocket and the Day-Z team would do a far more polished job.

INVENTORY OVERVIEW

Inv.jpg

Invnumbered.jpg

  1. The Equip Area. Used for equipping items. Complete with a full interactive 3d render of your character. (Here masterfully represented by a crappy 2d silhouette :P)
  2. Head Equip. Used for putting on helmets and hoods.
  3. Face Equip. Used for putting on masks.
  4. Neck Equip. Used for equipping dog tags or objects with lanyards.
  5. Torso [Over] Equip. Used for equipping an exterior layer. Jackets and coats.
  6. Torso [under] Equip. Used for equipping an interior layer. Shirts and under-armour.
  7. Back Equip. Used for equipping rucksacks and bags.
  8. Chest Equip. Used for equipping assault vests and webbing.
  9. Waist Equip. Used for equpping ammo belts, belts and holsters.
  10. Legs Equip. Used for equipping trousers.
  11. Feet Equip. Used for equipping boots and shoes.
  12. Additional Equip 1. Here we can see the character has a DMR in his arms.
  13. Additional Equip 2. Here the character is wearing a watch.
  14. Additional Equip 3. Because the character uses a holster he has a pistol slot.
  15. Additional Equip 4,5 and 6. Other items with straps and slings can be equipped here.
  16. Combine Items. A placeholder for a combine items/crafting mechanic.
  17. Selected Container/Backpack. The player has selected his backpack (notice the "pressed button" effect). Below all the items in the backpack and space available is shown. The backpack holds the most equipment although it takes considerably longer to access items in the backpack compared to webbing and pockets.
  18. Other container/Webbing. Ideal for holding ammo.
  19. Other containers. Here we see containers in the form of clothing pockets. These hold far less items but are the quickest to access. To the right is an arrow icon to scroll additional containers, such as a holster. Further right is the total carry weight. Higher weight slows and fatigues your character.
  20. The Main Inventory Area. Different containers have a different number of slots in different grid layouts. Should they not fit on the screen a scroll bar will appear. Items can be dragged between different containers.
  21. The expand icon. Smaller containers such as cans and magazines can be expanded further. Inside magazines we see the individual rounds. Inside a can of beans there may be four small portions.
  22. The Item List. Should they not fit on the screen a scroll bar will appear.
  23. The Item Description area. Here we see an AKM, its variant, a short description, its state (here loaded with an AKM mag and 17 rounds), and its weight (and added weight of magazine and ammunition).

POCKETS + BINDING MECHANIC

inv3.jpg

inv3numbered.jpg

  1. The watch is now bound to O. Right clicking on an item gives the option to bind it. O is the default key for Watch items.
  2. The combat jacket is now selected. It has four large pockets and two small pockets, holding 80 slots in total.
  3. The compass is now bound to K (default)
  4. Notice the box of matches can be expanded.
  5. The bandages are now bound to H (default)
  6. The binoculars are now bound to B (default)
  7. The map is now bound to M (default)
  8. Notice the 6 individual pockets. The large pockets cannot hold items bigger than 4x4 and the small pockets cannot hold items bigger than 2x4, however between them they provide decent space for small items.

Edited by ruarz
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Also here's a direct copy and paste from the inventory section in the suggestion megathread. Admittedly its a little outdated now, this was made about 6 months ago.

-A REVISED INVENTORY SYSTEM-

  • More weight contributes to the rate you fatigue and slows your movement.

  • The inventory system should take shape, size and volume into account.

  • The inventory system should work by a folder-like system. Everything is set out in a series of "containers".

  • The largest containers in your inventory are what you wear. For example your backpack, your pockets and pouches on your assault vest.

  • Other containers such as first aid kits might fit inside your backpack. Inside these you may have individual items.

  • Other things like toolboxes might hold inside them several tools. If you stumble across a toolbox and dont have space for the whole thing you might cherry pick a select few items.

  • Magazines would work like containers. Individual bullets are items. Magazines only hold bullets for which they are designed to take. This would allow you much greater freedom in managing ammo and magazines, which is one of the biggest gripes at the moment amongst Day-Z players, and provide much greater realism. It would present new challenges and new dilemmas to the player and add more variation in finding loot. For example you might find a box of hollow-points and a box of armour piercing rounds, but you only have one magazine. Are you going to be coming up against armoured enemies or not? Do you load the hollow points or the AP rounds, or even alternate them throughout the magazine?

  • Containers should hold liquids. A 20 litre jerry can could be filled with water or petrol, with which you could either fill 20 water bottles, or 20 molotov cocktails respectively. Should you have two vehicles and only one jerry can of fuel, you could use this mechanic to put 10 litres in each.

I knocked up a few screens, more to come, but here's some annotated and an un-annoated screenshots of the ideal inventory. This is a rough concept design. Obviously Rocket and the Day-Z team would do a far more polished job.

INVENTORY OVERVIEW

Inv.jpg

Invnumbered.jpg

  1. The Equip Area. Used for equipping items. Complete with a full interactive 3d render of your character. (Here masterfully represented by a crappy 2d silhouette :P)
  2. Head Equip. Used for putting on helmets and hoods.
  3. Face Equip. Used for putting on masks.
  4. Neck Equip. Used for equipping dog tags or objects with lanyards.
  5. Torso [Over] Equip. Used for equipping an exterior layer. Jackets and coats.
  6. Torso [under] Equip. Used for equipping an interior layer. Shirts and under-armour.
  7. Back Equip. Used for equipping rucksacks and bags.
  8. Chest Equip. Used for equipping assault vests and webbing.
  9. Waist Equip. Used for equpping ammo belts, belts and holsters.
  10. Legs Equip. Used for equipping trousers.
  11. Feet Equip. Used for equipping boots and shoes.
  12. Additional Equip 1. Here we can see the character has a DMR in his arms.
  13. Additional Equip 2. Here the character is wearing a watch.
  14. Additional Equip 3. Because the character uses a holster he has a pistol slot.
  15. Additional Equip 4,5 and 6. Other items with straps and slings can be equipped here.
  16. Combine Items. A placeholder for a combine items/crafting mechanic.
  17. Selected Container/Backpack. The player has selected his backpack (notice the "pressed button" effect). Below all the items in the backpack and space available is shown. The backpack holds the most equipment although it takes considerably longer to access items in the backpack compared to webbing and pockets.
  18. Other container/Webbing. Ideal for holding ammo.
  19. Other containers. Here we see containers in the form of clothing pockets. These hold far less items but are the quickest to access. To the right is an arrow icon to scroll additional containers, such as a holster. Further right is the total carry weight. Higher weight slows and fatigues your character.
  20. The Main Inventory Area. Different containers have a different number of slots in different grid layouts. Should they not fit on the screen a scroll bar will appear. Items can be dragged between different containers.
  21. The expand icon. Smaller containers such as cans and magazines can be expanded further. Inside magazines we see the individual rounds. Inside a can of beans there may be four small portions.
  22. The Item List. Should they not fit on the screen a scroll bar will appear.
  23. The Item Description area. Here we see an AKM, its variant, a short description, its state (here loaded with an AKM mag and 17 rounds), and its weight (and added weight of magazine and ammunition).

POCKETS + BINDING MECHANIC

inv3.jpg

inv3numbered.jpg

  1. The watch is now bound to O. Right clicking on an item gives the option to bind it. O is the default key for Watch items.
  2. The combat jacket is now selected. It has four large pockets and two small pockets, holding 80 slots in total.
  3. The compass is now bound to K (default)
  4. Notice the box of matches can be expanded.
  5. The bandages are now bound to H (default)
  6. The binoculars are now bound to B (default)
  7. The map is now bound to M (default)
  8. Notice the 6 individual pockets. The large pockets cannot hold items bigger than 4x4 and the small pockets cannot hold items bigger than 2x4, however between them they provide decent space for small items.

In terms of the weight factor, that should be easy to do, and even further than just fatigue etc. I play DayZ Epoch alot, and they have a weight system where if you carry too much, your screen goes blacker and blacker until you fall to the floor and pass out.

The inventory in that post I don't like, and my reason is it seems to fill the screen and seems a bit overkill. Something about the current DayZ Mod inventory and proposed inventory for SA is that you still have a view of your surroundings whilst in your backback etc. Its not like when you check you backpack you climb into the backpack so you dont know whats going on around you. XD

edit: I saw the jacket inventory layout, and saw the pocket with a map in it and had an idea, and another question to rocket:

What about finding PARTS to a map, and not a full map? Sometimes you check a dead body and you see that due to his attack, part of the map was shredded so you only have the bottom right quarter of the map, and not the full map.

Edited by sbiggstv

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Rocket, if you're still browsing, can you tell us how the weapons are going? How are the attachments being implemented? What kind of interface will be used for this? Will there be specific attachments for weapons? (i.e. .308 suppressor, 5.45x39 suppressor, .303 suppressor). Will some of these be crafted? (i.e. MagLite suppressor, oil filter suppressor, potato suppressor, bottle suppressor with decreased longevity). Will optics be interchangable or will we have to find specific optics/mounts? (i.e. PSO scope, optics requiring picatinny rails, etc.) Will rail systems be rarely available to allow the attachment of picatinny/1913 attachments to AK's and the like, are they being rendered with that capability, or will there be reason to search for specific matching attachments?

A question for rocket:

I'm sure its a no, but will there be the ability to drag items such as furniture to block doorways etc?

had this image of being stuck in Cherno late at 4am, nearly sunlight but still pitch black. You've thrown your last flare and you need a safehouse for an hour or 2 before daylight comes. So you run into a building put a sofa in front of the door to keep the zombles out and loot the buiilding and get some rest before day.

i guess we need another Q&A thread here!

Edited by joe_mcentire
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is the red next to the Ak and the hoodie related to the condition? I would assume so.

I believe this is a hide/show interface. Red = hidden, green = shown. All the green ones have their storage open.

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I hope they keep the UI very minimal like what I am seeing right now. A fancy UI with cool artwork wouldn't add any immersion and would feel out of place entirely. As long as the inventory works, it is golden for me.

I like how it is clear too. IRL, when you look in your backpack you can still see things nearby in your peripheral vision. This inventory system will inmate that which is great.

EDIT: for spelling

Edited by Vindicator

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Also here's a direct copy and paste from the inventory section in the suggestion megathread. Admittedly its a little outdated now, this was made almost a year ago.

-A REVISED INVENTORY SYSTEM-

  • More weight contributes to the rate you fatigue and slows your movement.

  • The inventory system should take shape, size and volume into account.

  • The inventory system should work by a folder-like system. Everything is set out in a series of "containers".

  • The largest containers in your inventory are what you wear. For example your backpack, your pockets and pouches on your assault vest.

  • Other containers such as first aid kits might fit inside your backpack. Inside these you may have individual items.

  • Other things like toolboxes might hold inside them several tools. If you stumble across a toolbox and dont have space for the whole thing you might cherry pick a select few items.

  • Magazines would work like containers. Individual bullets are items. Magazines only hold bullets for which they are designed to take. This would allow you much greater freedom in managing ammo and magazines, which is one of the biggest gripes at the moment amongst Day-Z players, and provide much greater realism. It would present new challenges and new dilemmas to the player and add more variation in finding loot. For example you might find a box of hollow-points and a box of armour piercing rounds, but you only have one magazine. Are you going to be coming up against armoured enemies or not? Do you load the hollow points or the AP rounds, or even alternate them throughout the magazine?

  • Containers should hold liquids. A 20 litre jerry can could be filled with water or petrol, with which you could either fill 20 water bottles, or 20 molotov cocktails respectively. Should you have two vehicles and only one jerry can of fuel, you could use this mechanic to put 10 litres in each.

I knocked up a few screens, more to come, but here's some annotated and an un-annoated screenshots of the ideal inventory. This is a rough concept design. Obviously Rocket and the Day-Z team would do a far more polished job.

INVENTORY OVERVIEW

Inv.jpg

Invnumbered.jpg

  1. The Equip Area. Used for equipping items. Complete with a full interactive 3d render of your character. (Here masterfully represented by a crappy 2d silhouette :P)
  2. Head Equip. Used for putting on helmets and hoods.
  3. Face Equip. Used for putting on masks.
  4. Neck Equip. Used for equipping dog tags or objects with lanyards.
  5. Torso [Over] Equip. Used for equipping an exterior layer. Jackets and coats.
  6. Torso [under] Equip. Used for equipping an interior layer. Shirts and under-armour.
  7. Back Equip. Used for equipping rucksacks and bags.
  8. Chest Equip. Used for equipping assault vests and webbing.
  9. Waist Equip. Used for equpping ammo belts, belts and holsters.
  10. Legs Equip. Used for equipping trousers.
  11. Feet Equip. Used for equipping boots and shoes.
  12. Additional Equip 1. Here we can see the character has a DMR in his arms.
  13. Additional Equip 2. Here the character is wearing a watch.
  14. Additional Equip 3. Because the character uses a holster he has a pistol slot.
  15. Additional Equip 4,5 and 6. Other items with straps and slings can be equipped here.
  16. Combine Items. A placeholder for a combine items/crafting mechanic.
  17. Selected Container/Backpack. The player has selected his backpack (notice the "pressed button" effect). Below all the items in the backpack and space available is shown. The backpack holds the most equipment although it takes considerably longer to access items in the backpack compared to webbing and pockets.
  18. Other container/Webbing. Ideal for holding ammo.
  19. Other containers. Here we see containers in the form of clothing pockets. These hold far less items but are the quickest to access. To the right is an arrow icon to scroll additional containers, such as a holster. Further right is the total carry weight. Higher weight slows and fatigues your character.
  20. The Main Inventory Area. Different containers have a different number of slots in different grid layouts. Should they not fit on the screen a scroll bar will appear. Items can be dragged between different containers.
  21. The expand icon. Smaller containers such as cans and magazines can be expanded further. Inside magazines we see the individual rounds. Inside a can of beans there may be four small portions.
  22. The Item List. Should they not fit on the screen a scroll bar will appear.
  23. The Item Description area. Here we see an AKM, its variant, a short description, its state (here loaded with an AKM mag and 17 rounds), and its weight (and added weight of magazine and ammunition).

POCKETS + BINDING MECHANIC

inv3.jpg

inv3numbered.jpg

  1. The watch is now bound to O. Right clicking on an item gives the option to bind it. O is the default key for Watch items.
  2. The combat jacket is now selected. It has four large pockets and two small pockets, holding 80 slots in total.
  3. The compass is now bound to K (default)
  4. Notice the box of matches can be expanded.
  5. The bandages are now bound to H (default)
  6. The binoculars are now bound to B (default)
  7. The map is now bound to M (default)
  8. Notice the 6 individual pockets. The large pockets cannot hold items bigger than 4x4 and the small pockets cannot hold items bigger than 2x4, however between them they provide decent space for small items.

i never saw that suggestion but i think it is awesome. it really conveys a feeling of going through your equipment checking each pocket. in desperate search of another mag, browsing through this to quickly count your remaining ammo. REALLY NICE!

Edited by joe_mcentire

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Anyone else notice the strange stock and barrel on that AK-74? It appears the stock is Chinese Type 56 side folder and the barrel looks to be that of an RPK. I hope these are just added accessories, and not what the actual gun looks like. Then I'd have to bitch slap the modeling team for making such a huge inaccuracy.

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I'm not sure if there's been discussion about this earlier, but I would like to see a possibility to pick things up really fast and instantly start bashing zombie heads with them. In the mod it's almost impossible to grab a hatchet lying on the floor without stopping for dozens of seconds and letting the chasing zed hit you several times.

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I think the thing to focus on with the inventory screen is the new funcionality, not so much the appearance at this point

Exactly, although that is a little harder for those of us without access to the alpha to evaluate when all we can do is look at screen shots.

Here's how I would like to see it in the future (maybe somewhere after the alpha stage..?):

...clip...

I put about one hour of effort to that, most of which to separate the items from the old background. :)

Now spend another hour next week when they add another column to the backpack array. Then a another hour the week after that when all of the boxes get resized by 5 pixels. Then another hour...

I don't mean to be critical of you specifically, in fact I quite like your version, but as you note this kind of polish is better suited for post-alpha development. There isn't much point in spending time on a beauty pass when the foundation is still likely to change.

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Anyone else notice the strange stock and barrel on that AK-74? It appears the stock is Chinese Type 56 side folder and the barrel looks to be that of an RPK. I hope these are just added accessories, and not what the actual gun looks like. Then I'd have to bitch slap the modeling team for making such a huge inaccuracy.

I think it could either be a folding stock or like some sort of reference paper/card taped on. It appears that they've made the AK look a lot more "apocalyptic" so, could be anything. Likewise with the barrel. It's a pretty low-res mini-profile of it, so I wouldn't jump to conclusions.

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Since these are screenshots of only medium settings, it'll finally work better for people with lower end PC's!

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I think it could either be a folding stock or like some sort of reference paper/card taped on. It appears that they've made the AK look a lot more "apocalyptic" so, could be anything. Likewise with the barrel. It's a pretty low-res mini-profile of it, so I wouldn't jump to conclusions.

I'm hoping they've made more than one AK model, like an AKS-74 with a folding stock and an AK-74MN with a folding stock and polymer furniture. It'd add more variety, but in the end I just want to see more screenshots of weapons like the new M4A1, the Mauser, and anything else they happened to add.

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:/ ...but i really wanted to have a quick'n'dirty Q&A thingy....

e.g. Did you even touch your medic-systems? will there be text-messages like "your forhead is hot" and if so will there possibly be then also text-messages to describe conditions also for example for repairing stuff or crafting tools?...and so on... i'm more the written info guy you know. but cool everyone's happy at the moment ;)

edit:

i'm not sure about the inventory... it plainly is in need of getting used to i guess, but as long as it fulfills its purpose i'm ok with it

I really hope that they give you text messages to give feedback to the player. That along with audio and visual cues.

Maybe after running a long distance with no shoes something like "you feel a sharp pain in your foot" comes up on your screen along with an audible "ах половой акт, Я ранен" which translates "to ahh fuck I am wounded". After this you could examine your foot. The game would tell you " You look at your foot and notice large cuts".

I feel like this would be the best way to give feedback to the player naturally. Most feedback should be audio and visual but some things must be written out to properly describe the situation.

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You can place them on your quickbar. It will take longer for an action to complete (say eating) when using a quickbar item from your backpack.

I Think there should be more management, what i mean by that is that you could access everything immediately without clicking on a down-arrow

that's just my opinion please no hate :)

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Anyone else notice the strange stock and barrel on that AK-74? It appears the stock is Chinese Type 56 side folder and the barrel looks to be that of an RPK. I hope these are just added accessories, and not what the actual gun looks like. Then I'd have to bitch slap the modeling team for making such a huge inaccuracy.

Perhaps you've stumbled across what could be weapon crafting! Duct tape + various rifle parts = STALKEResk DayZ homebrew rifle!

EDIT: I know this most likely isn't the case, but we can dream, can't we?

Edited by Kra

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I'm hoping they've made more than one AK model, like an AKS-74 with a folding stock and an AK-74MN with a folding stock and polymer furniture. It'd add more variety, but in the end I just want to see more screenshots of weapons like the new M4A1, the Mauser, and anything else they happened to add.

What if weapons can be found in parts and you can combine different stocks/barrels as well as scopes/lights... removing stock or adding foldable stock would enhance moving indoors but maybe make recoil harder to manage if firing in automatic fire mode. Dunno how much AK models differ structurally though.

Edited by Kuikka

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What if weapons can be found in parts and you can combine different stocks/barrels as well as scopes/lights... removing stock or adding foldable stock would enhance moving indoors but maybe make recoil harder to manage if firing in automatic fire mode. Dunno how much AK models differ structurally though.

The foldable stock shouldn't make it more compact when moving indoors, but it should require less space if you put it in a inventory.

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It's something that the lead developer is putting on display for everyone to see. It's not just a sneak preview for loyal fans; he's advertising the screenshots on twitter, reddit, etc. And it looks awful. No one asked for him to post this slop. If people like you continue to lap it up, though, then that's all you'll ever get from this company.

Actually gummy, we all asked for it, except for you. And the reason that it looks like slop (in your opinion) is because it's a wip.

Also, I'm really starting to wonder what it would take to please you. What would it take to make you happy?

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"No DevBlog this week but here is some screens" should actually be: "No DevBlog this week but here ARE some screens." This is exactly why this game is going to be an F title. No consideration for simple things like grammar. Negative inventory comment. Negative map comment. Negative graphics comment. [insert advice on better engine option here].

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"No DevBlog this week but here is some screens" should actually be: "No DevBlog this week but here ARE some screens." This is exactly why this game is going to be an F title. No consideration for simple things like grammar. Negative inventory comment. Negative map comment. Negative graphics comment. [insert advice on better engine option here].

Don't forget he doesn't wear a suit too.

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