A lot has been said about Titan Outpost's interface.
I'm the first one to admit that Titan Outpost's interface is clunky. For the next game I'll definitely prioritize heuristics over style.
Why?
That said, it's improved a lot since release. I've added progress bars, hotkeys, improved layouts, decreased transparency, etc. etc.
The biggest interface improvement in the coming update is probably 100% responsiveness on the interactables. The game used to have a smoothing system where the character would slow down and move into a halting animation before settling into a position, which made it look a little bit more realistic, but I finally decided to just get rid of that entirely. If you click on something, your character walks over and the interaction is instant. Feels much better.
At this point I can't redo the entire interface, but maybe there's still a bit of extra usability to be squeezed from the Titan Outpost UX.
I think it's nearing its final iteration and I've already started to work on a new game, but there are still a few improvements I suppose I could make.
For example, a lot of players mentioned that the interface felt 'too big', but when expounded on I always got different specifics, so I think it's a general sense that stems from a combination of font size, button size, panel footprint etc. Thanks again to everyone here who gave me constructive feedback on that.
I'm experimenting with a reduced footprint. This is the current dialogue interface.
Here it is scaled way down and moved to the right
I think I can safely say that it looks less clunky, but I'm not sure if I like it better. Making this an option is doable but hard for technical reasons, but even then, what should be the default?
Another thing I've done is provide a tiny toolbar. This is not an experiment, this is an actual option in the next update:
This is the toolbar halved in size. The option will be in the video settings in the coming update.
It will also be a little easier to track your resources through the inventory panel in the latest version. I experimented with those values being a permanently visible UI element somewhere, but so far that hasn't resulted in anything that felt good.
What do you think of the scaled down dialogue interface? Is the tiny toolbar an improvement?
I'm the first one to admit that Titan Outpost's interface is clunky. For the next game I'll definitely prioritize heuristics over style.
Why?
- I went for a 1970's sci-fi inspired aesthetics, I love the color scheme and so did many players, but it's hard to provide clarity and contrast with this palette. I've learned a lot and should have reversed the contrast, but what's done is done. I added some accessibility options for people who have problems with it.
- Most of the screens mimic in-world holograms or holographic pads. After a few iterations I dialed down the hologram aspect, but it's still a matter of being painted into a corner by a stylistic choice.
- The game combines mechanics and genres in a novel way, and for some of those mechanics I didn't have decades of interface history to fall back on.
- The world map is a globe, both in presentation and underlying logic. This was mathematically challenging to develop, but it was even more challenging to give the player three degrees of freedom on a map without getting disoriented. Something like Google Earth fixes this by constantly realigning the axes under the hood to face the camera, but even that starts spinning the camera when longitude reaches zero. Since Titan Outpost mostly takes place on the moon's north pole, I can't use that workaround without changing the world's logic.
- The 90's style point-and-click is something most of us here like, but it rubs a lot of people the wrong way, especially if it's not fully responsive and immediate. I think I finally fixed that, though.
That said, it's improved a lot since release. I've added progress bars, hotkeys, improved layouts, decreased transparency, etc. etc.
The biggest interface improvement in the coming update is probably 100% responsiveness on the interactables. The game used to have a smoothing system where the character would slow down and move into a halting animation before settling into a position, which made it look a little bit more realistic, but I finally decided to just get rid of that entirely. If you click on something, your character walks over and the interaction is instant. Feels much better.
At this point I can't redo the entire interface, but maybe there's still a bit of extra usability to be squeezed from the Titan Outpost UX.
I think it's nearing its final iteration and I've already started to work on a new game, but there are still a few improvements I suppose I could make.
For example, a lot of players mentioned that the interface felt 'too big', but when expounded on I always got different specifics, so I think it's a general sense that stems from a combination of font size, button size, panel footprint etc. Thanks again to everyone here who gave me constructive feedback on that.
I'm experimenting with a reduced footprint. This is the current dialogue interface.
Here it is scaled way down and moved to the right
I think I can safely say that it looks less clunky, but I'm not sure if I like it better. Making this an option is doable but hard for technical reasons, but even then, what should be the default?
Another thing I've done is provide a tiny toolbar. This is not an experiment, this is an actual option in the next update:
This is the toolbar halved in size. The option will be in the video settings in the coming update.
It will also be a little easier to track your resources through the inventory panel in the latest version. I experimented with those values being a permanently visible UI element somewhere, but so far that hasn't resulted in anything that felt good.
What do you think of the scaled down dialogue interface? Is the tiny toolbar an improvement?
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