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when toggle format what by license comment
Nov 18, 2014 at 22:50 answer added AlexC timeline score: 3
Nov 18, 2014 at 17:02 history edited uliwitness CC BY-SA 3.0
added 44 characters in body
Nov 18, 2014 at 16:05 comment added Stephen Keable @uliwitness Ah ok, I missed that you are more about the design of the text container than.
Nov 18, 2014 at 14:23 comment added uliwitness @StephenKeable Thanks, that looks interesting. Although rendering text transparently seems fairly un-problematic, I could see problems laying out text in vertical script systems without covering up important game content. The window at least covers everything up always, so you design for it.
Nov 18, 2014 at 11:46 comment added Stephen Keable This book is quite interesting and might help with your thought process as I think it's probably down to the cost of translation and localization - books.google.co.uk/books?id=6LEbAgAAQBAJ
Nov 18, 2014 at 5:14 comment added uliwitness @CodesInChaos I could see balloons being the default, with the little boxes (updated to look more like the balloons) when you're facing away. And nobody says you couldn't just turn the character to face the mission-giver, after all usually picking up a new mission is initiated by the player, and in a safe place.
Nov 18, 2014 at 5:10 history edited uliwitness CC BY-SA 3.0
edited body
Nov 18, 2014 at 4:39 comment added uliwitness @JessicaYang OK, added a few screen shots, hope that clears things up.
Nov 18, 2014 at 4:37 history edited uliwitness CC BY-SA 3.0
Added some screen shots to illustrate the various UI approaches mentioned.
Nov 18, 2014 at 3:20 comment added IAmJulianAcosta Could you provide an screenshow to show us the differences?
Nov 17, 2014 at 22:20 comment added Jessica Yang I play MMOs, but I'm having a bit of a hard time understanding what game design patterns you're referring to exactly. Could you maybe post screenshots or quick sketches that show what you mean?
Nov 14, 2014 at 18:10 history tweeted twitter.com/#!/StackUX/status/533321025463668737
Nov 14, 2014 at 17:23 comment added nightning Guessing here. But most rpgs are clones off previously successful titles. Perhaps back in the days, it's much easier to dedicate text within windows. It's possible nowadays, but it's more work. Dialog has never been a key part of rpgs. Players are used to these windows, so why bother spending the dev effort in changing it? It's much better to focus on graphics and "actual" game play.
Nov 14, 2014 at 13:27 comment added uliwitness I tried asking on game dev, but they closed it as too open-ended, which I don't quite understand.
Nov 14, 2014 at 12:51 comment added CodesInChaos Flexible camera and positioning make it harder to ensure that bubbles are in a good place to read.
Nov 14, 2014 at 12:48 comment added Matt Obee I wonder if you'd be better asking this over at Game Development. Interesting question though.
Nov 14, 2014 at 12:38 history asked uliwitness CC BY-SA 3.0