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Canageek wrote:Nooo. The Skyrim approach is bad, since it screws up your 'All Items' menu but good.
Hasenklein wrote:As for the slots, I found it somewhat difficult in JA2 (1.13) to decide which item can be assigned to which kind of slot.
Drool wrote:Canageek wrote:Nooo. The Skyrim approach is bad, since it screws up your 'All Items' menu but good.
Ah. I never use "all items", but I can see your point.
Hasenklein wrote:As for the slots, I found it somewhat difficult in JA2 (1.13) to decide which item can be assigned to which kind of slot.
To solve the problem, I'd suggest to use different background colours for different kind of slots (and, of course, the items in the pool), or to highlight the corresponding slot once the mouse cursor is moved over the item in question.
Canageek wrote:As long as you can also suggest a way to make it work for colour blind people. Different shaped slots might work.
Canageek wrote:Hasenklein wrote:As for the slots, I found it somewhat difficult in JA2 (1.13) to decide which item can be assigned to which kind of slot.
To solve the problem, I'd suggest to use different background colours for different kind of slots (and, of course, the items in the pool), or to highlight the corresponding slot once the mouse cursor is moved over the item in question.
As long as you can also suggest a way to make it work for colour blind people. Different shaped slots might work.
BlackGauntlet wrote:Canageek wrote:Hasenklein wrote:As for the slots, I found it somewhat difficult in JA2 (1.13) to decide which item can be assigned to which kind of slot.
To solve the problem, I'd suggest to use different background colours for different kind of slots (and, of course, the items in the pool), or to highlight the corresponding slot once the mouse cursor is moved over the item in question.
As long as you can also suggest a way to make it work for colour blind people. Different shaped slots might work.
You're not asking this for the CRPG Addict, are you?
Canageek wrote:BlackGauntlet wrote:You're not asking this for the CRPG Addict, are you?
Hah. Not specifically. My first encounter with this was Ars Technica: http://arstechnica.com/gaming/2008/04/color-blind-gamers-common-developer-awareness-minimal/
However, seeing Chet's problems with some of the games that use red-green only does keep it in mind. He isn't the only one I know with colour troubles though; I can think of at least one other person with colour blindness (Not sure if green-red or full).
Note the stats in the article: 8% of men have some form of colourblindness, mostly red-green. This indicates that it shouldn't be too hard to find someone with it to look at some screenshots or UI demo to test it.
For comparison: 8% is the same % of men as are left handed. Scale for the male:female ratio and you get over 4% of the population being colour blind. Wasteland 2 got 61,290 backers on Kickstarter. That means, best case scenario (Half backers female); 2451.6 backers will have some form of colour-blindness. If all the backers were male 4903.2 would have some form of colour blindness. That seems to be a large enough number for them to consider the impact of colour on the UI.
Note: The Ars Technica article has some advice on how to fix it (Allow user-customization of the exact colours or add textures, shapes or patterns. For example, adding stripes to a flag. Shapes seem an obvious way, or you could have big Xs across slots you can't put an item into when you pick it up. Or differently patterned boarders around each item type.)
Woolfe wrote:For me generally so long as the colours aren't too similar, and there is enough of a difference in tone, you can tell. But I know others who are worse than me, and for them having patterns is one of the simplest and effective ways to assist.
Hasenklein wrote:Woolfe wrote:For me generally so long as the colours aren't too similar, and there is enough of a difference in tone, you can tell. But I know others who are worse than me, and for them having patterns is one of the simplest and effective ways to assist.
I disagree that in the context of Inventory UI a pattern works faster than blinking. If there's a pattern, people need to compare which takes time and cognitive effort. Blinking fields or items, however, immediately catch the watcher's attention. It simply works faster and practically needs no cognitive effort.
Altercation wrote:Is playing Tetris to manage your inventory fun? No.
Woolfe wrote:Doesn't bother me that much in all honesty.
snakeoil wrote:it wasnt like tetris, but once your suitcase filled up you had to organize the stuff which was quite fun and added a nice feel for your stuff. in a postapocalyptic world you wont run around with tons of stuff anyway.
Canageek wrote: I don't hate it, but do find it annoying, as I constantly have to manage my loot...
Sub-Human wrote:Well, Arcanum did have a button which let you organize your loot vertically or horizontally. In my opinion, with a few tweaks here and there, it could be just perfect.
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