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Revise character creation UI?

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8:23 pm
June 22, 2011


Yippers

New Member

posts 1

Post edited 8:59 pm – June 22, 2011 by Yippers


I may be the culprit of derp, but my first 100 Rogues experience played out thusly: I bought the game, clicked new game, arrived at the character selection screen, and thought "Hmm, didn't 100 Rogues have only two characters? Why are there four here?" Then I clicked on one, thought "Why do I have to play extra to unlock characters?" and shrugged and bought it because it was a necromeister. Game crashing attack bug and confusing inability to attack at all (not to mention having items) aside, it took me 30 minutes (after dying twice, crashing my game 4 times due to the bug, and finally going online to look for a guide) before I figured out that starting as Crusader or Wizard was even possible. 

 

At several points, I was considering just licking my $2 wounds and removing the game. But I really wanted to like a mobile roguelike, and everybody else seems to not be having such a bad time as I did. What was I doing wrong? I went back and stared at character creation for a good minute before I saw them. 

 

Am I the only one with this frustration? I wish that the starting classes were less hidden in stain-glass windows in the background. Naturally, I find that my eyes get drawn to characters at the foreground. If devs have the time, please consider a UI revision (or sticky a mental note for future projects: cool idea but user test it). Perhaps hide the unlockable classes off to another stainglass window area? Thanks.

11:43 am
June 27, 2011


HaterSlayer

Member

posts 6

Post edited 11:45 am – June 27, 2011 by HaterSlayer


I think that would be nice. I feel the monster class characters are out of place, on their little news reel. While the starting characters have stain glass windows. It kinda ruins the effect of the cathedral motive. I was never confused by this becuase i bought this game when their was only the crusador and the fairy. But i think that the monster classes should be in windows. Not lost in limbo impaled on a line. And dont worry about sounding silly. You are the target market and if your confused someone else is going to be confused too.

3:27 pm
June 27, 2011


WesPaugh

Admin

posts 301

Agreed. The stained glass classes are the main event, to be sure. Their selection UI was planned from the start and woven elegantly into the menu. Monster classes weren't, and I agree they do stick out like a sore thumb. It'll be tricky to think up a way to make them less present without making them much less accessible, but I'll give it some thought and do what I can.

3:37 pm
June 29, 2011


Hater Slayer the third

Member

posts 26

My thought you could keep the original four windows. Then extend them down in columns breaking them into squares. So you four columns divided into rows. If you ever decided you make more monster classes you could add extra rows and have a scroll function. Then when you pick one it would scroll down to the cut scene passing all of the other rogues pictures all the way down to the table. Here is a picture if it doesn't make sense. With the crusader, fairy, wizard, and mysterious green window being the first row. Then the tourist, necromiester, robot and mystic being the second row. And the table being at the bottom of this window. Thats my idea

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