Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Waypoint System #214

Closed
7 of 8 tasks
Tracked by #170
CollinHerber opened this issue Jul 6, 2024 · 41 comments · Fixed by #409
Closed
7 of 8 tasks
Tracked by #170

Waypoint System #214

CollinHerber opened this issue Jul 6, 2024 · 41 comments · Fixed by #409
Assignees
Labels
needs sprite Sprite is needed to complete work ready When a ticket is ready to be worked
Milestone

Comments

@CollinHerber
Copy link
Collaborator

CollinHerber commented Jul 6, 2024

The Premise

The waypoint system is the way the player will travel between the important areas they discover in their playthrough.

The Start

At first we will only have 1 Waypoint that they can travel to and from - Which will be to the town of Ravencrest.
At the center of the town will be a structure/device of some sort that resembles a waypoint and this is where the player will land when they use the waypoint system.

Unlocking

Upon the player entering any area that contains a waypoint it will be immediately unlocked. At some point we may add some flavor to this but for now it'll just auto unlock.

Using the Waypoint System

The player will be able to craft their own "Arcane Obelisk" I think it could look something like:
image
Upon right clicking on the Obelisk a "Selection" UI will appear that allow them to click on a location. Upon clicking on it they will teleport there.

The area they are currently at will be grayed out so it cannot be clicked.

Programming Needed

  • Create Arcane Obelisk Item
  • Create Arcane Obelisk Logic to Open UI
  • Create the Waypoint UI (Can be super simple to start)
  • Unlock Ravencrest Upon Joining

Worldbuilding Needed

  • Build the Ravencrest Waypoint Area

Sprites Needed

  • Arcane Obelisk Furniture Item
  • "Home" Waypoint Image
  • "Ravencrest" Waypoint Image
@CollinHerber CollinHerber added this to the Play Test milestone Jul 6, 2024
@CollinHerber CollinHerber added needs sprite Sprite is needed to complete work ready When a ticket is ready to be worked labels Jul 6, 2024
@pilchardheck
Copy link
Contributor

image
does this look alright for the obelisk?

@pilchardheck
Copy link
Contributor

arcaneObeliskItem
item sprite

@pilchardheck
Copy link
Contributor

arcaneObeliskSheet
fixed sheet

@pilchardheck
Copy link
Contributor

WaypointIconHome
made the home waypoint icon but was having trouble coming up with something for Ravencrest that i could do in a 16x16 area..

@shnakamura shnakamura self-assigned this Jul 30, 2024
@shnakamura
Copy link
Contributor

Looking all pretty good, I'll start this ASAP.

@shnakamura
Copy link
Contributor

Are we aiming for waypoints to be a detailed preview of where you're travelling to with information, pictures, etc. or just a type of shortcut? This will be important for designing the whole UI.

@GabeHasWon
Copy link
Contributor

It'd probably be better to have a nice detailed preview. At worst, players ignore the info. At best, players learn whatever they need to from this new info.
Without a detailed preview, at worst, players just don't know what a waypoint really goes to, or know way less about it. At best, players already know.

@shnakamura
Copy link
Contributor

It'd probably be better to have a nice detailed preview. At worst, players ignore the info. At best, players learn whatever they need to from this new info. Without a detailed preview, at worst, players just don't know what a waypoint really goes to, or know way less about it. At best, players already know.

I made two different concepts for the individual waypoint preview information, I'm still looking out on a solution to include the icons and overall waypoint browsing. Let me know which one you feel is better, personally a fan of the 2nd design:

Concept

@CollinHerber
Copy link
Collaborator Author

I think the 2nd one is good however I do not think we need travel & return.
I think just clicking the area of which the waypoint is should let them travel.

Additionally we will likely want to have a tooltip at some point that includes available quests, or maybe point of interest information.

But that is to come later, just pointing it out.

@shnakamura
Copy link
Contributor

Sounds like we can just insert a separate tab on the second design to fit the quests and relevant information in the future.

@shnakamura
Copy link
Contributor

As for the no travel & return buttons, how would that work? In the waypoint browser would just clicking the icon be enough to automatically start travelling? I'm just confused as to how would the preview be displayed if so, since there'd be no time at all. Perhaps, the preview could be displayed when you hover over the waypoint's icon.

@shnakamura
Copy link
Contributor

Made Ravencrest's waypoint area, how are we feeling about this? There wasn't anything like a reference so I just tried to come up with something.

image

@GabeHasWon
Copy link
Contributor

Looks good. Don't think we need to overcomplicate it for Ravencrest, just nice and easy.

@shnakamura
Copy link
Contributor

Yeah, I'm quite satisfied with how it turned out. On a side note, I was thinking of adding custom sound effects and visual effects to the obelisk. Maybe light rays coming out from the shiny fragments of it?

@CollinHerber
Copy link
Collaborator Author

I think sounds and visual effects are a great idea but don't want to get too hung up that stuff.

@CollinHerber
Copy link
Collaborator Author

CollinHerber commented Aug 4, 2024

Not yet anyway. Wanna get it into some hands.

@shnakamura
Copy link
Contributor

Oh that's very reasonable, I think it may be better if we get a solid base before first, then on later stages come back at stuff and polish.

@shnakamura
Copy link
Contributor

WaypointPreview

So here's the final preview UI concept, and down below the waypoint browser concept:

WaypointBrowser

The way I interpreted it is when you use the obelisk you open a browser of all waypoints, and upon selecting one you get more detailed information about it (preview).

@shnakamura
Copy link
Contributor

WaypointPreview

So here's the final preview UI concept, and down below the waypoint browser concept:

WaypointBrowser

The way I interpreted it is when you use the obelisk you open a browser of all waypoints, and upon selecting one you get more detailed information about it (preview).

1st option is just a common button selector above the obelisk.
2nd option is the same as the 1st option, except its a carrousel picker instead of a button selector.
3rd option is a regular UI page that contains a list of all waypoints.

@GabeHasWon
Copy link
Contributor

I'd go with a carousel. A little more intuitive than 3, but more immediate information than 1.

@shnakamura
Copy link
Contributor

Yeh, I agree. Perhaps once you click on the selected icon its preview will fade upwards and the icons will fade out. Collin mentioned there'd be no need for a travel & return button, so I'm not sure how that would work, because in my mind you'd be able to see the preview then make a decision to whether go back to the waypoints browser or travel to the selected waypoint.

@pilchardheck
Copy link
Contributor

WaypointIconHome
WaypointIconRavencrest
WaypointIconRavencrest2
redid the home icon as well as doing the ravencrest one (2 options, i think the second one is probably more readable)

@shnakamura
Copy link
Contributor

Big fan of the second icon as well.

@shnakamura
Copy link
Contributor

shnakamura commented Aug 10, 2024

wps.mp4

Current looks of the UI, plenty of it is unpolished. As you can see there's not quite a lot of animations and some icons are not drawn at times.

@shnakamura
Copy link
Contributor

The new icons featured in the video are purely just for testing purposes, so you can actually scroll and change waypoints.

@shnakamura
Copy link
Contributor

Might require a background texture for the new browser design, it's been decided it'll be something like this:

design

@shnakamura
Copy link
Contributor

Ideally it would fit the inventory frames and the rest of the mod's UI.

@shnakamura
Copy link
Contributor

image

Here's a small prototype for a reference.

@CollinHerber
Copy link
Collaborator Author

image

Here's a small prototype for a reference.

Yea that looks good. Might wanna make the background darker however, not as transparent.

@shnakamura
Copy link
Contributor

Oh its just a placeholder, I'm using Terraria's own UIPanel which has that texture by default. I requested a proper background texture here so, soon we might have that.

@CollinHerber
Copy link
Collaborator Author

I'd say just use the same background color as the passive/skill trees do. The darker blue

@shnakamura
Copy link
Contributor

Perhaps we should start thinking about standardizing the looks of our UI throughout the mod

@shnakamura
Copy link
Contributor

shnakamura commented Aug 13, 2024

Waypoints

Made a final UI concept based on the input given, how is this? You can collapse/uncollapse each menu.

@GabeHasWon
Copy link
Contributor

This is really nice.

@shnakamura
Copy link
Contributor

shnakamura commented Aug 13, 2024

Waypoints

Here's an alternate version which might fit the inventory UI and reworks more, not sure what we're aiming for.

@CollinHerber
Copy link
Collaborator Author

I think that looks great. What will the player click to travel there?

@shnakamura
Copy link
Contributor

I think that looks great. What will the player click to travel there?

That flew over my head for a bit, we can just slap a travel button on the right side of the waypoint tab, next to the text.

@CollinHerber
Copy link
Collaborator Author

Yea that works for me.

@shnakamura
Copy link
Contributor

Been a bit quiet about this but here's some progress, it's been pain to figure out all the allignments and how UIList (properly) works:

way.mp4

@shnakamura
Copy link
Contributor

The indicator icon is a placeholder and I'd appreciate if someone could wrap up something for me.

@shnakamura
Copy link
Contributor

Oh and also an image for the close button.

This was referenced Aug 22, 2024
@shnakamura shnakamura linked a pull request Oct 13, 2024 that will close this issue
shnakamura added a commit that referenced this issue Oct 15, 2024
Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
needs sprite Sprite is needed to complete work ready When a ticket is ready to be worked
Projects
None yet
Development

Successfully merging a pull request may close this issue.

4 participants