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Radial Menu + Gameplay ideas

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Today I've been working on getting the radial menu into the game. It will allow all interaction between characters to happen.

Here's what I started out with, I created a concept image for the radial menu:


Then moved to an early version in-game....I was originally going for a red theme for this menu, but now I've moved to just leaving it white, to match the rest of the UI.


And now this is how it's looking ingame, I'm pretty happy with it:






Later tonight I'm going to go through and redo the inventory system, and make the options in the menu, functional.

The options that will populate the radial menu will be determined based on the items in your inventory, the distance between the actors, etc.

I'll post more images/info once I start to make more progress.

In terms of the other gameplay in the game...I'm going to re-do the diplomacy screen. Now there will be a 6x6 matrix that will allow you to set your alliance with the other gangs. Also you'll have the ability to send 'private messages' to other gang leaders, as a sort of back line for communication, to set up drug deals, alliances, etc. Multiplayer is going to rock.

Also you'll have the ability to control one of your gangsters and go around the city peddling the drugs yourself. From the drug market window, you'll be able to view the realtime supply/demand, and purchase large quantities of drugs.

*OLD SCREENSHOT ALERT*


You'll need to allocate those drugs to your gangsters, and order them to sell them around the city. When you're conversing with a civilian and trying to sell them drugs you'll need to have an understanding of what the going price of that drug is, as you'll have to put out the initial offer. If you lowball or shoot high you'll risk blowing the deal. So you can actually be 'good' at selling drugs in the game.

I've just had all these ideas, so it'll be some time before they're in the game, once they are...it will be sweet.

- Dan
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I really like the menu's. Two things though. If you want red in the menu somewhere, it would make a good "mouseover" color. Also, the menu needs to be sharpened up a bit. I mean, the lines do. It seems a tad too blurry.

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Ah, I see what you mean. These screenshots are all blurry. I've got 4X anti aliasing on, the game was running in windowed mode which stretches the backbuffer to fit the new size, also I expanded the images about 150% so they got blurred yet again.

I guess I got a little carried away :-D

Also I planned to use the red as the mouseover/selection color. Add in some nice fade in/out effects, and it should be good to go.

- Dan

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Guest Anonymous Poster

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How about making the menu usable with numpad keys? The player could hit the corresponding key (5 for up, 6 for up/right, etc.) to quickly select menu options. The graphics would probably have to be adjusted a bit to better represent the keys.

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Guest Anonymous Poster

Posted

How about making the menu usable with numpad keys? The player could hit the corresponding key (5 for up, 6 for up/right, etc.) to quickly select menu options. The graphics would probably have to be adjusted a bit to better represent the keys.

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Quote:
How about making the menu usable with numpad keys? The player could hit the corresponding key (5 for up, 6 for up/right, etc.) to quickly select menu options. The graphics would probably have to be adjusted a bit to better represent the keys.


That's a good point, already I'm finding that method is much more convenient...I might make it the only way of selecting options from these menus...we'll see.

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Careful though, not all keyboards have number pads (e.g. laptops) that easily map to the radial menu.

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Another good point...what about just using the 1-8 keys on the top of the keyboard....as well as the ones on the num pad so that both types of keyboards would be covered?

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