Super interesting tool! I see myself using it in a future for a hobby project or a game jam, but I think it also suits perfect for a more complex project.
Also, I wonder how buttons work. How can you edit them? I see you can change the background, but I wonder how you can manipulate the hover states and so (if possible). Only 4 buttons per menu, right?
Last question, the Resolution will stay like that, right? No problem with it, just wondering.
Awesome work!
Viewing post in Welcome to the ACSG Forum! Share Your Ideas and Feedback
Hello! 😊
It's great that you found the tool interesting and are already thinking about how to use it in your future projects! I'm very happy to know that you see potential for both smaller projects and something more complex.
Regarding your questions:
Buttons: You correctly noticed the limitation of 4 fixed buttons per menu in this first version. This initial choice aims to simplify understanding and navigation. However, the ease of interconnection between pages allows for expanding the available options. For example, if you have 4 options in a dialogue and need more, it's possible to create another screen exactly the same with additional options, with a link on the first screen leading to this second screen. This structure allows you to work around the initial limitation of buttons per menu, offering flexibility in the interface design. The idea is that the direction buttons and the action buttons complement each other in the interface.
Yes, there's a small automatic visual effect when the mouse hovers over the buttons. At the moment, it's not yet possible to change the image for different states (like 'hover'), as I prioritized not making this part too complex in this first version. As you noticed, a single image serves both for the buttons and the direction interface, something that ACSG differentiates internally. However, adding more customization options for the button states is something I have in mind for future updates!
Resolution: The internal resolution of the tool, within the game's scope, was defined to optimize the functioning of the dungeons generated by the Design Scene and the movement effects when walking through the scenario. Furthermore, maintaining a smaller standard ensures good framing across many different screen resolutions.
However, it's important to know that the player will have the freedom to change the resolution when running the game! This option will be up to the player. When changing the resolution, the game screen will maintain the original resolution in the center, but the background will extend using a full-screen background image with the resolution chosen by the player.
Thank you very much for your feedback, your questions, and your support! It's great to know what you're thinking and how you intend to use the tool. Keep exploring and don't hesitate to ask if you have any more questions! 😊
Thank you for the answer. I will not use the tool on the short term, but wanted to have a look as I am pretty obsessed with Dungeon Crawling and "specialized" game engines.
It's great to know what you're thinking and how you intend to use the tool. Keep exploring and don't hesitate to ask if you have any more questions!
Yeah, as I work making UI implementations in Unity, UI customization was one of my first thoughts. Every developer has his/her own inside world. I am very impressed and happy with the idea of making workarounds using different rooms/pages (interestig system), that brings possibilities to make some "unintended" features.
Resolution: The internal resolution of the tool, within the game's scope, was defined to optimize the functioning of the dungeons generated by the Design Scene and the movement effects when walking through the scenario. Furthermore, maintaining a smaller standard ensures good framing across many different screen resolutions
I didn't notice that players can do that. So said background is also customizable?
Keep up the good work! I hope you get more feedback and sales soon.
Thank you for the detailed feedback! It's really great to hear your perspective coming from UI implementation in Unity. Your point about UI customization being a primary thought resonates, and I appreciate you recognizing the potential of the room/page system for creative workarounds and 'unintended' features – that's exactly the kind of flexibility I aim for.
Regarding your question about the background, yes, the background displayed in the game view at resolutions larger than the main game area is customizable (in this case, it's just a background image). From the perspective of the game area, you can set different background images or colors for each room/page to further enhance the visual atmosphere. This can affect some parts of the interface. However, for interface elements that use images, once an image is defined, it applies to the entire project. But you have the flexibility to enable or disable links/buttons as needed on each screen. However, preserving the tool's accessibility remains a constant consideration in my development process.
Thank you very much for your encouragement and your wishes for more feedback and sales. It's comments like yours motivate me to keep improving and expanding the tool. Don't hesitate to share any other thoughts as you continue to explore!
PS: Dungeon crawler is life 💪