The HUD isn't complete yet, but it's only lacking a few things. Overall, there's currently not going to be inventory screens or any other sub-HUD's. All the relevant info must fit in the main HUD. That's the basis on which I build the initial versions.
Attached is a screenshot of the HUD with newly added weapon slots. You can carry five weapons and five spells at any time. The items in the screenshot look a bit dull, since you can currently only find swords, and there's only ten different varieties of looks for them, dependent on the amount of bonuses in them. Each has different stats though, so they just look the same here.
"What do I do with items I can't carry with me?!"
This is yet undecided, and will depend on the amount of commerce in the game. If there's a town where you can sell and buy stuff, then there's likely going to be a spell or other function that can send excess items to a storage in town. That, or a spell that can transform items into money and consumable items. Money can then be used to buy randomly generated equipment at town, in case you haven't had luck finding suitable items in the dungeons.
"I can't see health potions anywhere on the HUD!"
Correct. You won't be drinking any. This game is not about whacking a potion button rapidly whenever a tough fight breaks. You'll have some weak, cumbersome healing spells, and ways to get HP and MP regeneration, and you can occasionally find instant healing items in the dungeons, but beyond those, you'd better be careful not to take damage.
"Swords and spells only?"
There will be more stuff too, don't worry. Currently I'm aiming for three different melee weapon types and one ranged. There will also be some armor slots, possibly a chest piece and a helmet. Some of these equipment types will likely be added in near future.
That's all for today. More info later.
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