All of these ideas for switching spellbars, or multiple spellbars, or stuff like that, are all well and good, and definitely attractive possibilities. But I want something more... Dynamic, shall we say. HOW THE SPELL WHEEL WORKS: 1. Assign Spell Wheel to a button in the configuration, or use the default one. 2. Point your mouse over your target or direction. 3. Click the Spell Wheel Button. 4. A magnificent circle composed of all the spells you have will appear onscreen, showing the images in 32x32 images with mouseover descriptions. 5. Click on the spell you want. 6. If you meet the requirements, that spell will be cast using the targetting info granted in point 2. 7. ??? 8. Prof-- 9. Oh, no... Thoughts? Additions? Mockups? Loans?
I would be a much bigger fan of simply pressing Tab to cycle through skill bars. More skill bars would inflate the UI too much and a spell wheel is clunky and lots of coding.
Or just have the option to put more bars on the screen and manually resize the additional bars as well as change your hotkeys without INI wizardry. And if one wants more bars without having them on the screen it could be easily accomplished by setting say, a control + number bar and an alt + number bar that would magically 'appear' when either control or alt is pressed. A cycle button such as tab wouldn't be bad either, but I think putting your most commonly used actives on the primary bar and having 'pop up' bars that appear over it when you press control/alt would be more elegant, and you could put less used stuff on those, say have a bar for your buffs and very long cooldowns, and for persistent effects like mana maille. Also, some sort of autocast system to keep buffs up could be interesting, but potentially dangerous if it used up turns. Perhaps the ability to automatically expend mana to renew a buff that was going to fall would be cool too, such as radiant aura.. on the 5th hit, if active, it would simply drain your mana and refresh itself. Such a system could also help with skill swapping on the hotbars for effects that you always want to keep up anyway.
Believe it or not, *very* early Dredmor builds used a spell wheel. It was terrible and didn't work at *all*.
I think the simplest solution would just be to add additional rows, accessible with an up/down arrow at the side of the hotbar. Titan Quest and other similar action RPGs have done it. You could also assign hotkeys to scroll up/down in it. A spellwheel might look pretty but it adds additional clicks and is not as clearly visible.
Yep, that's been the idea from ... oh, probably since one of the many Dredmor alpha UI revision passes two or more years ago. And it's what we're finally, finally actually implementing; Mr. Whitman is working on it for the next patch.
this makes me very happy. I've had times when my skill build choices were influenced by how many active abilities there are in a tree, simply because I didn't want to have to deal with the clutter.
It would be really swell if there were a hotkey that also changes it. I don't like clicking tiny UI buttons if avoidable. Changing spell bars will be something people will do a lot. Make sure it's a hotkey that can be hit with one hand without taking your hand from the mouse. Someone suggested the Tab key. Shift-Tab could go the other direction. Oh wait, there's a key configuration menu. I can set them to whatever I want.
A button that lets you scroll over to the right 9 spaces would work best. Something like the image I attached where if the spell list is full you can click the arrow to move to a fresh set of 9 where you can assign leftover skills