@Kite80
So, I spent a couple of hours yesterday researching unicode fonts. Unfortunately,, I couldn't find a decent option that was more 'script/brush' oriented, but still had the necessary unicode characters to 'cover' the symbol characters that Goldo is using. It's easier if you can just use the characters, and screens don't seem to like having image declarations included as lines of text (which is what you'd probably have to do to replace the heart, yinyang, lightning bolt, etc.).
I checked over a couple dozen fonts (I found a nice list to work off of), but there were one or more missing characters in each of them. *sigh*
Here's the list I was checking against:
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There's a couple of serif fonts maybe, but these looked too mechanical for the BK theme, even if they weren't 'boxy' fonts. I may take one more look around, but I think Goldo faced the same issue when he put the interface together, hence the design decision.
So I'll continue to go with my 'pick my battles' approach. As I mentioned, before getting sidetracked yesterday I was changing the font to Chow Fun on bigger items (menu buttons, etc.) but leaving the smaller buttons alone, mainly to maintain readability.
I was also working toward adding a couple of relevant tidbits of information into the menu on the home screen that I find useful anyways (yeah there's the brothel report screen, but I like looking at the brothel background when I come home, not a bunch of text all the time). I may have something to share later today.
Also, I'm not sure how many people are taking the updated interface for a test drive (We have a couple of people at least). More feedback is appreciated!
@Elementario
Thanks for the feedback! It makes me happy that the updated interface is making the game a little more fun for you!
:HeyGuys: Hey y'all!
BTW, I have a couple of personal tweaks that I'm now using, to deal with minor stuff that I like to change just because. I'll probably share these in a separate mod at some point, but one that you might find interesting is this little line of code:
in BKfunctions.rpy, line 237 (def update_slaves() is line 235)
Code:
def update_slaves():
nb = dice(3 + district.rank) + 4 + district.rank
I changed it from
nb = dice (6) + 5 to what you see above.
This is so that, as you move to bigger and better districts, more slaves will appear in the slave market every week. This also reduces the number of slave choices by 0-2 for your first location - there is still a minimum of six, with slightly slimmer pickings your first go round (9 max instead of 11). But, you'll have as many as 23 choices every week when you finally relocate to District 6 (the King's Hold).
I like this change anyways, so I figured I'd share. As I said, I'll include it in a separate mod once I've taken care of a few other things, like the interface mod thingie...
Edit: Here's a screenshot showcasing the changes I've made to the 'homepage', for the updated version of my mod:
The idea here being to show off a bit of immediately pertinent information to you, while you ponder hitting that End Day button...
Mainly the security and cleanliness status, but also letting you know where your gals are, how many are supposedly working today, how many empty rooms you have and how many slaves are in the slave market at the moment.
Yeah, most of this this is also in the brothel report screen, but for me at least, I like having these tidbits of info as more immediately obvious...
I'm still working on a few other changes to the interface, but I might have a new version ready to go later today.