Sunday, November 27, 2011

Impressions from the upcoming immersive UI mode in JADE 0.2.3

This weekend I got sidetracked (as my JADE friends at Facebook could see live - feel free to follow me on Facebook or at Google+): I decided to implement an alternative full screen mode for the JADE UI to immerse players better in the environment. Mistakenly I believed that 30 minutes later I should be done with it...

...and almost two days later the new immersive UI mode is 99% done. Some places still have things like duplicate headlines but these kinks will be fixed over the next couple of days.

Enjoy the video (after about 10 seconds it switches to the immersive UI, after about 30 more seconds it switches back - if you care for details look for other details that also have changed for 0.2.3):


  1. Looks very nice indeed. A weekend well spend in my humble opinion.

  2. Would it be possible to prevent the text (messages) from spreading across the entire screen? It makes reading messages very difficult. I find that I prefer to limit the window size (width) of JADE just for the benefit of having the text area more compact.
    Some kind of draggable border would be ideal.

    I love (LOVE!) that it's possible to change font sizes and to customize the way the GUI looks.

  3. Great! Monospaced font in action looks really nice and legible. [btw - nice wallpaper ;) ]

  4. Hope this also means that You will get rid of all the popup menus and stick to ADOM-style menus.

  5. Fullscreen is great, but I have some suggestions how to make game more impressive.

    1st - Chose a good font, like Consolas, Droid Mono, DejaVu Sans Mono, Lucida Console or similar modern one.

    2nd - Use font smoothing. It improves graphics greatly.

    3rd - Remove annoying cursor blinking completely. It continues to blink between turns even if I choise not to show it (by relevant menu item).

  6. Just to re-stress what Hitrolisk said:

    1) Having a modern monospace font like Consolas should be a priority

    2) Font smoothing/antialiasing would be a great feature.

    3) The ability to define the color palette. This is going on the assumption that you have a palette of color names that are defined internally. Dwarf Fortress has a default color palette that is hideous, but fortunately you can change the RGB values for BLACK and LIGHT_RED etc. in the settings.

    Making your ASCII interface as beautiful as possible really, really is time well spent.

  7. Is there any chance at all of not using # for walls? I've always been partial to the Angband approach to walls...

  8. I personally like # for walls, more than any other ASCII symbol that I've seen representing walls elsewhere.