Poll

what would be the best interface for viewing your inventory parts?

simple list with text
0 (0%)
RPG-like inventory with small icons + drag&drop
0 (0%)
simple list with text + preview window with 2d picture and info
1 (12.5%)
simple list with text + preview window with 3d model and info
3 (37.5%)
list of small 3d models + info window with text
1 (12.5%)
list of small 3d models + preview window with 2d picture and info
0 (0%)
list of small 3d models + preview window with 3d model and info
2 (25%)
list of 2d pictures or icons + info window with text
0 (0%)
list of 2d pictures or icons + preview window with 2d picture and info
0 (0%)
list of 2d pictures or icons + preview window with 3d model and info
1 (12.5%)
other (please specify in your comment)
0 (0%)

Total Members Voted: 7

Author Topic: parts inventory interface  (Read 11410 times)

megariffer

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parts inventory interface
« on: December 09, 2012, 01:39:20 pm »
hi everyone!

since it's so quiet here, let's talk a bit about parts inventory.
most of the time you are changing parts in your garage, so a good inventory layout is a must.
so please tell us what would you like to see in SR3!

i gave you a lot of options, but since it's a rather complex game element, please tell us your thoughts!

cdoublejj

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Re: parts inventory interface
« Reply #1 on: December 11, 2012, 12:43:18 am »
Damn you... giving us all these options.  :P

EDIT: Seriously i'm having hard time deciding between 3 of the options.

Code: [Select]
simple list with text + preview window with 3d model and info

list of small 3d models + preview window with 3d model and info

list of 2d pictures or icons + preview window with 3d model and info
I'm leaning towards the latter two and of those two i suppose the second options wouldn't require icons to be made. In that respect the first would be the easiest option. The third and first would be be the least demanding performance wise.

Would the 3d "icons" require a second set of low poly 3d models? I can see the us having decent poly count on the parts models. The last time I spoke with Mr.Chris one of the 3D modelers from the old project and the showed me some concepts that were a far cry from what we used to have yet not as high of poly count of some of the stuff that has shown up recently.
« Last Edit: December 11, 2012, 12:49:19 am by cdoublejj »

megariffer

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Re: parts inventory interface
« Reply #2 on: December 11, 2012, 02:32:54 am »
the high poly count isn't gonna be an issue here.
we are talking about the garage scene, where only one car is present.
in fact, i already included MF_FLED's V8 engine, which is relatively high poly and very detailed (and i do think that we need that kind of complexity in the game), and the "game" ran smoothly, even in a big city scene, where it also had to render the whole world with shadows, relfections etc.
in the real game, i think the engine will only be rendered in the garage scene, because while racing, your hood is closed anyway and you don't see the engine. this would save some FPS and allows us to make more detailed scenes.

so i don't think we need to make low poly models just for the parts list. fortunately the gaming hardware is much more advanced than it was 7 years ago. and my desktop PC is waaaay behind today's standards, so if i will be one of the developers, then you can expect the game to run smoothly on low-end hardware as well.

MF_FLED

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Re: parts inventory interface
« Reply #3 on: December 11, 2012, 01:46:41 pm »
My engine has ~100k polys and a lot of parts but on the track you will see only 30% of all parts
also i can make LOD models to reduce polycount on the track
complete engine will have probably 20-25k polys
OUR GUARANTEE : we guarantee to have some of the parts, some of the time

cdoublejj

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Re: parts inventory interface
« Reply #4 on: December 12, 2012, 02:17:42 am »
hhhhmmm i kind of like the 2d icon idea, an omage to HOTROD drag game also it would look decent but, would require more work then again it would be to long before some one who could draw pops up, then you have the 3d icon idea like Gear Head Garage.

Decisions... decisions....

Vaelor

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Re: parts inventory interface
« Reply #5 on: January 06, 2013, 09:38:15 am »
Personally I'd like to see SR3 stick with the old newspaper style of SR1 & 2. A tidy black and white list with name, small amount of info, price, and a button to click to see a small 3D preview of the part.
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Jackarooing_Cowboy

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Re: parts inventory interface
« Reply #6 on: January 06, 2013, 11:17:58 pm »
Personally I'd like to see SR3 stick with the old newspaper style of SR1 & 2. A tidy black and white list with name, small amount of info, price, and a button to click to see a small 3D preview of the part.

Is this thread about your in garage parts list or the buying of parts?  If its buying parts i second this venomous!
But if its just the parts list as in the clipboard in the garage than a 2d pic with 3d preview and info is my choice :)

cdoublejj

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Re: parts inventory interface
« Reply #7 on: January 07, 2013, 12:10:56 am »
this is strictly for garage inventory. the news paper will still be there for buying parts among other buying methods.

Vaelor

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Re: parts inventory interface
« Reply #8 on: March 01, 2013, 10:23:04 am »
this is strictly for garage inventory. the news paper will still be there for buying parts among other buying methods.
Well, one of us is mistaken. My answer to the question was in regards to the parts list found in the newspaper for buying/selling parts/cars. I didn't even consider the owned parts inventory when answering. I concur with Jack_Cow. =)

EDIT: The one in the wrong is, for once, me. It clearly says parts inventory in the subject and all over this thread. Whoops. =P
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