

The updates are in real time and the player can more easily understand at a glance just what’s going on. In conclusion, we feel these changes make the entire feature more useful and sleeker. If you’re low on calories and you’ve got a blinking calorie stat, pressing “G” will open the inventory and show anything you can eat.

The player will be made aware of the most critical stat and now have a hotkey option “G” to open the inventory to a stat specific item list. The change makes the stats look less like a hotbar.Īlong with these visual changes, we’ve also improved the functionality of the inspect menu. This has made them both more compact and sleek along with being more consistent with the inventory booklet. We’ve redesigned the status notifications and reorganized them. Making quite a few improvements along the way. We’ve reworked the entire ‘inspect’ notification system. This should save a great deal of of time and makes things feel just that much more user friendly. The player can now simply click the icon or ingredient to be directed to its crafting recipe. You’ll no longer need to back out and search for a recipe’s missing ingredient. The first video below showcases some of these improvements.Īlong with general improvements, James has added nested craftables. There’s a lot going on with the system and we can and will improve more as we move forward. The greyed out items are now highlighted to make it clear you can still view the items recipe. This adds a good deal of fluidity to the system. You’ll notice tools and recipe item icons can now be selected to navigate to the item’s recipe.
CALL OF DUTY 2 BIG RED ONE GAMECUBE FULL
Now when searching you’ll start with a full list and the search will narrow down the field.

The search field no longer clears all the craftables. Some of the improvements made buttons for cycling through the ‘all’ ‘favorites’ and ‘help’ tabs are now toggles. Just adding a bit of polish to the system making it more user friendly and intuitive. We’ve taken some feedback from the community via discussions and tickets and James has made quality of life improvements with our crafting systems. It should make the locks feel like a supplement overall instead of a required hindrance. For all intents and purposes the player shouldn’t have to learn anything for this system to work. Ultimately, James implemented the lightest weight system possible and given the easiest use possible. Initial concepts introduced a ‘Hold’ function on doors/containers but this required extra hover information and added a step to opening the door which arguably made things once again clunky. The main consideration when adding this was regarding chunkiness without adding complexity. They will also re-lock in the event that they were unlocked using this new system. In 1.9, all locks that a player has access to are now automatically unlocked where possible. James has introduced a system that allows the player to open all the locks on a structure door or container at once. It’s also no walk in the park to open a container with more than a single lock. If you play the game you know it can be a real pain to open a fully locked structure door.
