10 Jun

Week 10 Recap

Looking Back

Rainy days, productive days. The general concept for a task UI has kept me back for longer than I would like to admit. Eventually, I came to the conclusion that it would make sense to put everything on one page / view. Singular tasks should not exceed my complexity target of 5 concept units per (sub-)system, anyway. Take a look at the current prototype:

The main work flow of this design is based on task assignment by conversations. The more generic work flow of open tasks can also utilize this UI. I still need to build an overview of all currently issued and accepted tasks of players. Their own tasks remain tracked on the right hand side, but may be toggled for tracking in that new view (as in e.g. World of Warcraft). The whole UI still, let us be honest, looks like shit. However, that is not a concern until it is functionally complete.

Looking Forward

The task UI is still a bit of an empty shell underneath. To make it mostly viable, I plan to add the following parts next week:

  • Add overview of tasks and display it when task menu is called from circular context menu
  • Actually create actionable character tasks from the menu

Also, I keep getting lost in dense forests. For the target picking functionality I have integrated a highlighting component which draws nice outlines around objects. I might use that to highlight the player character and some other objects when they are occluded by stuff inbetween them and the camera.

Once again, thanks for reading and until next week!

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