I wasn't sure how to handle upgrades. In-game, the upgrade icon are slightly below the main icon. If I did the same thing, that icon would be tiny, around 25x25 pixels. I will try to think of a solution over the weekend.
By restrictions, do you mean something like: people cannot select a random ability on the skill tree at first, they have to work their way down to the last skill? Or do you want to limit the actual selections, people can pick any skill they want as long as it is under the limit. What you really want is for the web application to ensure the build is valid and not fake, correct?
First restrictions yes: If you want to be able to create real builds then you need to restrict the number of points available to take in calculator to be 19 and that you can't take the last point in a tree before the ones before it. This leads to the skill upgrades, you wouldn't always want to take the upgrades so being able to select which ones is kind of a "feature" of making a build. The first ability in each tree btw are always unlocked. Your problem right now is the low res images of the skill icons, it wouldn't be a problem having a smaller diamond for the upgrades if the main ones were bigger.
That being said I do have some higher rez images of the skills from Single Player that I could extract for you. Unfortunately the only problem is that they are only in one state (ie no alternate picture for the glow); you may have to find a different way to highlight them (not sure how you are doing it now though if you are using two images of the skill etc).
For down the line having the skill tree + an active skill bar would be nice as sometimes you have to take a skill to get something else but it isn't in your active ability bar.





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