Barrel Inventory with Radial Menu

  • I've mocked up how you could merge the existing Radial Inventory menu to solve a few of the issues that the new inventory brings. The main advantages from this suggestion is that you'd see at a glance what's in a barrel and you wouldn't be "locked in" to a menu while interacting with the barrels.
    The main disadvantage versus the new system is that there are only 8 inventory spots on the barrel, but that seems quite a lot... That's still 792 cannonballs in a single barrel, if each spot can have 99 items.

    Closed barrel

    Approaching Barrel

    When approaching a barrel you'd see the contents on the radial with some transparence, without having to press any buttons. The two numbers per item would quickly show you what amount of items you have (the number on the bottom) and how much items the barrel has (number on top). The numbers would be red if you can't store/take any more of that item.

    Opened Barrel

    alt text
    Pressing X would open the barrel and automatically select the first item that you don't have a full inventory for. You'd then tap X to take items from the barrel or tap Y to remove from the barrel. This would allow running on a fort and quickly tapping X to get bananas while being chased by skellies.
    You won't be "locked" to the barrel. If you pushed the left stick on the controller you could just walk away.
    You could have a Take All by long pressing the X and a Store All by long pressing Y.

    Adding to the Barrel from the Inventory

    alt text
    You'd select an empty spot on the barrel and press X and it would show you your inventory.

    Selecting Item on Inventory

    alt text
    Pressing Y would store from the inventory into the barrel. Pressing X would show more pages of inventory.
    You'd only see items that you can store on the barrel type. So if you're on the ship and open a cannonball barrel it would only show you cannonballs on your inventory.
    To back out you'd press B, but most of the time you'd just walk away when done with it.

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  • It looks great and aesthetically its beautifull. It also fits perfectly because the game has allready this radial meganic! Bravo whell done!

    The only thing is I would really like to test it. Maybe because I am a pc player and I am not a to big fan of the radial in the first place to begin with.

  • The new inventory definitely needs to be changed and this seems like a possible solution.

    I have tried to play with the new UI but it's just way to awkward to use, and it ruins the flow in gameplay by stopping you and slowing everything down.

    I am gonna miss the current Bilge Rat Adventure since every time i have to get a banana or get more cannon balls i get annoyed and quit the game.
    This is going to be the first time i'am going to miss a Bilge Rat Adventure and all because of the new UI

  • @boldgame said in Barrel Inventory with Radial Menu:

    The only thing is I would really like to test it. Maybe because I am a pc player and I am not a to big fan of the radial in the first place to begin with.

    What change would you suggest as a PC player? Maybe use the mouse scrollwheel to select the items?

  • Looks great! Wish they'd have done something like this, hope they still do. As a PC player I think it's fine, I've like the radial and it has never annoyed me.

  • So you just changed the menu? Why? One of the biggest problems with the current system is it stops you and makes you select what you want to take/drop. This doesn't appear to make it any easier but put the same clunky design in a different UI, you could easily make a much cleaner list of items instead of using a radial menu.

  • @savagetwinky I'm not a designer, just a lowly programmer. For me high design is a couple of input boxes and a button ;-)

    I just copied what Rare uses for the rest of the game. But the main points were:

    The main advantages from this suggestion is that you'd see at a glance what's in a barrel and you wouldn't be "locked in" to a menu while interacting with the barrels.

    You could still walk away. And if you don't care about picking what's on the barrel I suggested:

    You could have a Take All by long pressing the X and a Store All by long pressing Y.

  • @riareth said in Barrel Inventory with Radial Menu:

    @savagetwinky I'm not a designer, just a lowly programmer. For me high design is a couple of input boxes and a button ;-)

    I just copied what Rare uses for the rest of the game. But the main points were:

    The main advantages from this suggestion is that you'd see at a glance what's in a barrel and you wouldn't be "locked in" to a menu while interacting with the barrels.

    You could still walk away. And if you don't care about picking what's on the barrel I suggested:

    You could have a Take All by long pressing the X and a Store All by long pressing Y.

    Holding Y still kind of pins you down, and holding a button is clunky design. I don't think the radial wheel is as appropriate because you can easily run out of item spots, its not as scalable for other crates you use to stock.

    I don't know if you noticed this but what rare uses for the rest of the game didn't accommodate the item menu with the amount of cannon ball types there are.

    Also a take all probably goes against the take 1 at a time gameplay. They just need to make that work again.

  • Another issue I've found with barrels 2.o is that some menus require X (on PC) to exit the menu and others require ESC.
    Infuriating.

    I like the idea of not locking you into a menu....ever.
    I routinely get stuck in menus during hairy situations because on PC it's easy to hit the wrong button (like TAB) and I'm staring at my order of souls progression while a skellie is slicing my body into bits.
    Same goes for entering dialogues with NPCs...some require F and others require R. Boggles my mind why.

  • I really like this solution...
    A start would be good to restore the button for quickly
    pulling items from barrels !!! as it was before !

  • @lil-fokker said in Barrel Inventory with Radial Menu:

    Another issue I've found with barrels 2.o is that some menus require X (on PC) to exit the menu and others require ESC.
    Infuriating.

    I like the idea of not locking you into a menu....ever.
    I routinely get stuck in menus during hairy situations because on PC it's easy to hit the wrong button (like TAB) and I'm staring at my order of souls progression while a skellie is slicing my body into bits.
    Same goes for entering dialogues with NPCs...some require F and others require R. Boggles my mind why.

    I think it's this inconsistency which also frustrates me the most, it's not about muscle memory, it's about having too many different ways to enter or exit actions.

  • @katttruewalker
    Very true.
    It creates a hesitant reflex in the moment where my brain and my fingers begin to argue with one another about which button does what.
    When before....approach a barrel and either press X to take or Y to put.....SIMPLE!
    or on PC, F to take or R to put.....SIMPLE!

    Now, at a minimum, they've increased it by adding a third step of how to exit the menu.

    Not to mention that you're now locked in a bloody menu. When your boat is filling up with water and the barrel has bananas in it.....WHY DOES IT HAVE BANANAS in it!!?!??!??!??!
    It's the plank barrel...not the banana barrel.

    Now, I have to clarify that I would agree that the barrels shouldn't be limited to what you can put in it....barrels 2.0 can create a strategy/team work dynamic where we decide and cooperate to place certain items in certain barrels.....much like IRL.

    Whether to hide certain items from anyone who would want to steal said items.
    Giving your crew an advantage when someone tries to spawn camp on your boat.

    And I'm all for that.
    I think they're headed in the right direction but they've broken the simplicity that WAS crucial in the heat of the moment.

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