Before I finally "set the foundation" for GUI with implementation of all ideas, I have found the capability to expand even more.
These are simple examples of dynamic capability through scripting in GUI case. Altough it can be used anywhere in the game.
In this example, we have two small text fields that change their text input and font color dynamically as model with corresponding gender is selected. I did this just to check if it will work properly, and ofc, it did. This opens up many more possibilities of how I can implement things in the game, completely dynamically.
Example :
if ( :persondesc.GenderID?==1 ) {
:SceneBrowser_Species_Text.Text \"This is a female\";
:SceneBrowser_Species_Text.FontColor (1f,0f,0.5f,1f); };
if ( :persondesc.GenderID?==2 ) {
:SceneBrowser_Species_Text.Text \"This is a male\";
:SceneBrowser_Species_Text.FontColor (0f,0.5f,1f,1f); };
Changes the value input and font color with corresponding gender. It means even more, I could implement any other parameter linked to text field here... for example, changing font style (sadly, not the type of font, I dont think thats possible, as it requires full reload of game, this is for Font00-Font06 within the game, or sizes of font), alignment, I think possibly even the exact position of text field. So, it gives idea how things could be changed in many ways.
Example would be, what I could implement : I have unique species icons and I have text fields for it. When certain species is selected, the corresponding description text is also selected. It could go even further, with exact model in question (BaseID) or similar. So, Im seeing the capability to "interlink" many character parameters. This opens up more possibilities, and Im unsure if Ill put full images with text pre-edited in PS or similar image editor. Were a bit constrained with whole Scene Browser and its size, but I could even make a "compromise" and enable both - keep images in full size, also the capability to pre-edit for whoever wants, but make variants that are plain without pre-edited text, and use in game fonts on it. The downside is that in game fonts cannot be so variously stylized like pre-edited one.
There was also one idea I had, and it was to implement capability to have small external text file which would go within every model folder, and then it would be read into the game as biography on the text field.
Here are all capabilities of this "model" I have envisioned :
- all elements of GUI in Scene Browser are easily turned on or off through scripts - unfortunately, I dont think in game on/off is possible, simply because how game loads stuff. It needs to reload. Hypothetically, if it would be possible for this to load and change directly in game, then whole UI could be changed within the game, too.
- there is a special "background" image that covers the Scene Browser, it can be custom made and I plan to make this background selectable for every model through SpinBox. This would mean one can customize Scene Browser background specially for every model they have. Lets say, one has a vampire as model ... they can use vampire themed background. Or something specific.
- as of now, biography is one image that can be pre-edited. I plan to keep this as it is, and also implement in SpinBox as selectable. Downside is, it would be limited in number.
- other elements, like special skills, maybe potential trait, or similar, are also images for now. I think I will keep the possibility to pre-edit for whoever wants, while making also possibility to use text fields. This means two "sets" of files, but easily changeable
- species icon, I have all of them prepared and will implement them soon. Also, fully selectable, and even more expanded
- nationalities - 128 of them + idea for another tile set with more fictional countries and factions, plus additional empty fields for anyone who wants to edit. Easily implementable, just requires time.
- I think Ill remove the upper one or two image fields, and use space for text fields. So, there could be some specific unique texts for species, profession and maybe even more.
- theres dynamic display of 3 types of genders through small symbol (male, female, shemale) according to body selection
- there is an interesting idea for me ... through scripts, there is maybe possibility to link skill proficiencies and attributes from every model, to some special specific skills, or similar. Altough Im weighting between that and easily selectable choice - maybe its always good to give a clear choice to user.
- note that there are currently no practical functions to such choices - theyre almost all "flavor" based. However, I have been checking how excitement meter works and I will try some experimentation around storymode and implementation of unique excitement values for unique poses. The main problem with storymode is that it was always slightly better version of very simplistic choices, like in small xxx flash games. There was never any "meat on bones" in storymode, and it would require for me to reinvent the whole game mode there. BUT ... I think my idea is possible, the one I presented in codework club as a concept. But the bigger problem could maybe be in saving and loading assets in such mode, as well as implementing some kind of quasi time flow within such game mode. Otherwise, the only other way I can think of is in turns, which puts it more into static direction. But for the whole storymode to even have sense to be "reinvented", there are other things that require focus firstly, namely the above excitement meter and custom poses.
Im open for some ideas around maybe some special icons or fields that people would want to see regarding their model. So, for now, there is, what I think for sure :
- as usual, standard, model pic, name, base ID and body gender, species, nationality, age and profession inputs. Nationality and Age are displayed normally, and Ill check again whole script to make species and profession also possible as text. If it doesnt go as "standard" way, Ill try with workarounds. There is gender icon, flag / nation icon, species icon. The below two image fields will probably be removed to put more text there. Then there is biography as image + 2 special skills. There are more values within Personality tab that could be implemented, some maybe have more sense, others not so much.
I have also got idea, that attributes and skill proficiencies could go the similar logic like above... for example, you need to have attribute that has certain value or higher to have a certain special skill. Or certain proficiency can "unlock" the certain special skill. Or even combination of many parameters - auto-selecting the special skill.
I also thought maybe about some small level / rank for every model that could be underneaththe model pic, and could be an image or combination of text and image. There could be a quasi "XP" system which would then make models rank up dynamically - unfortunately, just cosmetic thing, not having a function within the game, at least not yet.