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Tag Archives: UI

UI Feedback: Map Dynamics 2.0

A while back I mentioned a design initiative based on the concept of “map dynamics,” aimed at increasing player focus on the map area as opposed to the message log or other windows. After the initial spate of related features and animations, this part of development was put on hold as the rest of the […]

Posted in GUI | Also tagged , , , , , , , | 9 Responses

Anatomy of an ASCII Title Screen

The design philosophy behind Cogmind emphasizes maximum immersion wherever possible. For this reason I’d like to avoid game-y interface elements–those which are not part of the game world itself but instead remove your mind from that world and remind you that it’s a game. (A fact you’re obviously unlikely to forget, but anything that breaks […]

Posted in Art | Also tagged , , , , | 6 Responses

Options, Revisited

Cogmind’s game options were first covered in a post last year, but the selection has since expanded, and because their number has grown closer to what will be their final state, I went ahead and implemented the in-game interface which I’ll be introducing here. My original intent was to add a new top-level options menu accessed […]

Posted in GUI | Also tagged , | 8 Responses

Map Dynamics

Continuing on the concept touched upon in the previous post about message logs in roguelikes, shifting the player’s attention from log to map works in tandem with making more information available directly on that map. I like to summarize this kind of feature with the phrase “map dynamics” (from a UI perspective, not map layout), […]

Posted in GUI | Also tagged , , , | 4 Responses

Message Log

Arguably the most vital part of a traditional roguelike’s interface, a message log gives the player all those details that might otherwise be depicted by (or lost in the confusion of) greater graphical detail. It’s also a nice after-the-fact record of why you find yourself flirting with the brink of death when things suddenly start […]

Posted in GUI | Also tagged , , | 12 Responses