From the maker of Markistan RPG comes Hatchet. Hatchet is a heavy duty conversion mod for Deus Ex with a campaign all its own. Hatchet contains a unique storyline & employs free-roam mechanics to present a world we think will shock, satisfy, & puzzle you to the end.

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NPC Quadrant Completion
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Description

Got a brand new burst of inspiration and a method of thinking down over the last day or two on how to approach the quest system setup for Hatchet's open world mechanics. In order to test it, we'll need a way to receive quests, which needs a window, which needs the "root" menu of sorts- this quadrant.

This is a real time screenshot of what it looks like in action.

Take note of how Paul has neither Trade or Quest options available, because he is not built to provide them in his current setting. With a couple easy switches though, any NPC can be enabled for these two options and in the mean time the conversation rerouting needed for "Talk" is working perfectly, as is exit.

Some fellow DX modder or coder types may or may not be surprised to hear that this is a MenuUIWindow type, with a pink masked background, removed title bar, perfectly sized area, and topped of with 4 sets of 2 buttons. The underlying buttons exist for cosmetics mostly, and a smaller rectangular over layer that remains invisible is used for accurate detection of mouse position, whereas the base buttons now used for deco would previously overlap and compete in their own spaces. Additionally, this window is hot key accessible for 1-4 keys; starting from the "North" of the pie slices and migrating East > South > West in order, meaning you can do your business in a fairly easy to remember and fast manner. Finished processing 102 new sprites for quest tracking HUD, we'll see if that can be put to use in the next week or so.