Comments (4)
After doing a bit of design work, I'd rather stay away from the window-based Ui you can find in old JRPGs and tools like RPG maker and have the necessary info close to the characters, and to rely on animation. Nothing prevents us from having 2 UIs if people want a more generic one later. As long as we code our components well, they'll also be reusable.
Here's a proposal that could work well on desktop and mobile:
from godot-open-rpg.
For the items and coins, same idea: have them drop where monsters die, and stay until the battle ends. If the party flees, the objects stay on the ground. If the player wins, the items and coins fly to the characters' bag like the experience points fly to them.
from godot-open-rpg.
The point is we don't need separate menus to show character progression, earned items... I do think showing the characters leveling up and the loots should take place in two separate steps [with the ability to skip the animation and end the battle faster?]
from godot-open-rpg.
There's been a lot of improvements in 0.2, it's already beyond the initial scope, so moving this issue to a future milestone for now
from godot-open-rpg.
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