I dropped the long-press delay to 150 ms and doubled the UI animation speed on my phone, and it feels so much more responsive 😮
I wouldn't recommend everyone do this because it is much easier to trigger a long-press by accident, and it reveals some animations that take as long as they do to hide loading times, but I am really liking it 😄
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Blacklist and Friend List
1.0, being an MMO, had social features, such as being able to keep track of your friends...and being able to ignore others.
Left picture is the blacklist, the right picture is the friends list.
These two systems are very simple. Just a list. Your friends list will also display your friends current status. Like in ARR, you can hold up to 200 friends.
Clicking that shiny add button gives you a prompt that looks like this:
Where you can type in the character's name. It's the same whether it's the blacklist or the friends list.
Ironically, this is something ARR regressed on. Using the blacklist in modern FFXIV is an exercise in nails, because as far as I know, you can't just add someone to the blacklist. In order to get them onto a blacklist, you either had to recently run a duty with them or they need to be in the world around you or say something in one of the chat channels. While you can add friends through the Player Search feature, you can't add to the blacklist in that way.
Sometimes, drama pops off outside of the game, and you need to proactively blacklist someone because you need some time away from them, and modern FFXIV won't let you do that. 1.0 can for whatever reason, but not ARR+. These two features need some QoL love in the next expansion.
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I've got a problem: the lack of a game design document.
So far, this project has been pretty off-the-cuff, but now I'm reaching the point where I won't be re-implementing my past work from Unity to Godot. Now I'll be working on the aspects that are very different to what I originally made.
It has become very apparent that my ideas are not set in stone. There are times when I'll open up the project and be at a loss for what to do.
So, it's about time to make this design document. Right now I'm not confident if my idea is even good right now. The old game had a score attack style to it, but now I'm not sure if that's what I want.
I still want that arcade-feel of the game being arguably short, but requiring multiple attempts where you gain knowledge and skill.
I want multiplayer, but will I encourage PvE or PvP? (the game is meant to allow both). If players usually fights NPCs what would they benefit from attacking other players?
At what point does the game "loop"? What would be the end of the game? What happens after a player defeats their target? What encourages the player to participate in battles? (You can attempt to avoid all fights and just grind).
I got a lot of shit to answer. It's time to put the blueprints together.
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sometimes writing is so fun... when i don't actually write but make graphics for things in the story that don't need it
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👻 Monster Manor - Miscellaneous 🖤
Hooray, miscellaneous! Everyone's favorite category of thing! 🎉
These are just the last few pieces of the project: the barter screen, a fishing minigame, and the different UI elements isolated and slightly scaled up.
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Who could have known building an operational system UI on your own could be so much work?¡
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Guys I need a new phone 😭 this one is too slow and I need a phone number and shit... Ugh... I don't want to spend money but fuck I think I have to
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System Processing Codex and UI Sneak Peek
Loading Sequence
Codex
Codex Sections
If you're interested, you can read one of the articles here 😊
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