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Pretti! Interface-graphics

galsiah

Erudite
Joined
Dec 12, 2005
Messages
1,613
Location
Montreal
Elhoim:
I think it'd be better just to have no "save" icon on the interface (or perhaps to have it in a different part of the screen, but I don't see the need). Your new icon fits in more than the disk, but isn't as clear.
I don't think it really adds anything to have a save icon. It'd fairly rarely be used, and a hotkey/esc would do just as well.

Anyone else have an opinion on this??



In general:
What is the thinking on scrolling in the text box? Presumably it will be possible to scroll up to see previous text. If that's the case, then some consideration should go into how that's going to work (or how it works at present - VD?).
I wouldn't think that a standard window scroll slider is appropriate, but if that isn't used, what should be? Will simply clicking on the top/bottom of the box scroll it? If so, a box like Role-Player's might be a little small - particularly with icons directly above it.

However, for Role-Player's, I'd think the obvious solution would be to click on the left scroll end to scroll up, and the right to scroll down - just as if you were using the scroll directly. [well that probably doesn't actually make any sense, but it seems right to me :)]
For the other interfaces, I don't see any way more obvious than clicking on the top/bottom of the box. If that's the intention, fine, but it might be worth working in some natural scrolling graphics (like the scroll ends on Role-Player's) if possible.
 

android

Novice
Joined
Apr 1, 2004
Messages
78
Role-Player said:
And android's contributions have been the best in my opinion. What I did, feh, any old monkey can.
Thanks! Although I don't like the original interface much, I think the icons are pretty good. It's no easy task to do good icons, that's why I didn't provide any yet ;-)

HanoverF said:
hourglass/eggtimer?

My suggestion would be to cut the size of the text box in half and come up with a good graphical representation for health and Action Points
Good ideas both. I think it depends on how much text will be shown in that box, right now it's almost the same size as the original.

!HyPeRbOy! said:
Very nice! How about another color than radioactive green on those icons?
Thanks. The colour should be like old bronze or copper rust (or whatever it's called), but I guess it needs some tweaking. I still like it, because it's not your typical gold/bronze/metal look. I'm not sure the bone white will work, but I can try that.

I'm afraid I wasn't able to try other interfaces as VD wanted, I hope to do it tomorrow...
 

Elwro

Arcane
Joined
Dec 29, 2002
Messages
11,751
Location
Krakow, Poland
Divinity: Original Sin Wasteland 2
Elhoim said:
Yes, you can. Tell us which and what you like and that´s it. ;)
OK :D
I like the following:
http://img292.imageshack.us/img292/6913/aod04re8.jpg
One thing: I don't like the white head at the bottom, it's too bright for me and I think it should go if it doesn't serve any practical purpose - but that's just because I don't like it :D.

http://img297.imageshack.us/img297/3184 ... armpw5.jpg
I like this style, but I think it definitely needs different font for HP / AP and the small icons are a bit to bloomy to be recognizable, imo. I love the shape of the interface.

http://img132.imageshack.us/img132/3567 ... aceke7.jpg
This is right to my taste, even if those icons imo scream "Egypt!" rather than "Rome!".

http://img246.imageshack.us/img246/8950/carved3md2.jpg
I think this is my favourite by Elhoim (e.g. the underlying texture is great) - I'd just suggest moving the columns to the sides so there's no free space left.
 

Claw

Erudite
Patron
Joined
Aug 7, 2004
Messages
3,777
Location
The center of my world.
Project: Eternity Divinity: Original Sin 2
android said:
Have a better idea that would fit the size and style?
denizsi said:
Actually I think both HP and AP icons are unnecessary
What he said.

Of course, HannoverF's suggestion isn't bad either. Maybe a Rod of Asclepius or Caduceus for Health.

Elhoim said:
Let´s see...
I notice you only made this single attempt at a brighter background for the text window, going from bright text on dark background to dark text on right background instead of just using a brighter background.
I liked the background you used in this screenshot.

I don't really feel your last few changes were improvements. The depressed weapon slots were the last, I think, but is it possible the method you used changed the stone texture at the same time? It looks kinda odd starting with the depressed weapon slots.
I don't like the images behind the HP and AP indicators. I find it distracting in principle and don't like the symbols used.


galsiah said:
In general:
What is the thinking on scrolling in the text box? Presumably it will be possible to scroll up to see previous text. If that's the case, then some consideration should go into how that's going to work (or how it works at present - VD?).
I wouldn't think that a standard window scroll slider is appropriate, but if that isn't used, what should be?
A literal scroll instead of a scrollbar? Or use a scroll as entire text background like RP did except vertically aligned.
 
Joined
Oct 19, 2006
Messages
890
Alright, I give up trying to keep up with this. Make a new thread that shows the official new AoD UI when it has finally been chosen. By the way, great work everyone. Right now I will vote for the one with the lion. Consider that my official vote. I'm out.
 

denizsi

Arcane
Joined
Nov 24, 2005
Messages
9,927
Location
bosphorus
galsiah said:
Anyone else have an opinion on this??

I have been saying the same thing for pages now.

As for scrolling; other than having the cursor change into up/down icons when right above and below the text area ( like Fallout ), or clicking on scrolled parts of the scrolls, mousewheel could work too, either generally (regardless of the cursor's position on the screen) or only when the mouse cursor is over the text area. I don't think having actual scroll buttons in the interface is necessary.

edit: meh. removed some unnecessary whoring of mine.
 

Roqua

Prospernaut
Dumbfuck Repressed Homosexual In My Safe Space
Joined
Apr 28, 2004
Messages
4,130
Location
YES!
denizsi said:
Here is another modified version of Marsal's design:

457ddab76022c298710468.jpg

( alternative link: http://www.geocities.com/denizsi/aod_marsal_m02.jpg )

I got rid of the save/load button again. You can see it on top-left corner. Imagine it only appears when the cursor is there. I also altered the text area a bit.

edit: Note that I haven't made the icons smaller at all; just the item (weapon) slots, and naturally the text area.

I like them all but i think so far i like this one the most.
 

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,044
Elhoim said:
OK, the stone background is settled, this is what I like. Now I need some advice on the HP/AP indicator. Thanks!
Why not make something similar in style to the hand slots? For the indicators, I mean.
 

Hazelnut

Erudite
Joined
Dec 17, 2002
Messages
1,490
Location
UK
Elhoim said:
OK, the stone background is settled, this is what I like. Now I need some advice on the HP/AP indicator. Thanks!


Love the new stone texture on this, as well as the background for the text area - a definite improvement. Being the demanding bugger I am, I'd like to see the weapon slots recessed again and the HP/AP text raised like in this older version.

untitled2tv5smip9.jpg


I like the HP/AP as they are above, rather that the one you just posted while I was writing this.
 

Marsal

Arcane
Joined
Oct 2, 2006
Messages
1,304
Thanks for all the feedback, this is my final "release" for today.
2 variations of color and icons with and without backlight.

I still haven't solved the "icon problem". Ah, well, maybe I'll have better luck tommorow :)

 

Elhoim

Iron Tower Studio
Developer
Joined
Oct 27, 2006
Messages
2,880
Location
San Isidro, Argentina
I like the HP/AP as they are above, rather that the one you just posted while I was writing this.

Yeah, but I don´t know if that would be possible ingame because those numbers have a PS effect, that wouldn´t translate ingame.
 

Severian Silk

Guest
denizsi said:
Here is another modified version of Marsal's design:

457ddab76022c298710468.jpg

( alternative link: http://www.geocities.com/denizsi/aod_marsal_m02.jpg )

I got rid of the save/load button again. You can see it on top-left corner. Imagine it only appears when the cursor is there. I also altered the text area a bit.

edit: Note that I haven't made the icons smaller at all; just the item (weapon) slots, and naturally the text area.

I like this one a lot.
I stilll like Mantra's the best, though.


Also, maybe we could get somebody to redesign the main page of the Codex while we're at it. Specifically, something that looks good with images turned off in the browser.
 

Slylandro

Scholar
Joined
Nov 27, 2005
Messages
705
Rina said:
Vault Dweller said:
Another submission from an unknown, but incredibly talented artist!


That is just beautiful. :o

This has been a long thread so I forget if this was already mentioned, but if it wasn't, this interface would do nicely if the player character has a portrait in AoD. Just remove the (Roman?) chick and put our picture there. One problem I do see though is that the textbox may be a tad small-- this depends on how much the user is expected to read at any given time there and only VD would know.
 

Slylandro

Scholar
Joined
Nov 27, 2005
Messages
705
Elhoim said:
Let´s see... Too ruined?


Looks good, but maybe the HP/AP symbols should be colored black? It'd make things more clear, IMO. The UI still retains some of that "looks like it was glued on" kind of look in either case, still, this is just a draft I guess. I like the change in the columns though, they're not as distracting as the version you showed a page or two back.

Edit: maybe not colored black necessarily, just something to bring them out. As it stands, I think the HP/AP symbols blend it too easy with the rest of your UI. Not sure how to fix it though.
 

denizsi

Arcane
Joined
Nov 24, 2005
Messages
9,927
Location
bosphorus
VD, how exactly does alchemy and crafting work? Do you find a use for them during gameplay as you would for combat / sneak / search / steal / trap / lockpick ? Or is it more like accessing the inventory, less dependant on specific gameplay situations and timing perhaps? I'm asking because I wonder if there would be any considerable loss of practicality by removing alchemy and crafting icons from the interface, and add them somewhere into the inventory interface.
 

serch

Magister
Joined
Mar 13, 2006
Messages
1,392
Location
Behind mistary, in front of conspirancy
102 % of the submissions are awesome. I feel a second class citizen of the Codex. Or, going with the inspiration of AoD setting, not even a citizen. Anyway, I'm inclined towards Elohim's work. I feel that, perhaps, changing somehow the icons (you know which ones: the sword, the eye, the boots,...) into some kind of ancient pictogram style would work for me.

Quick Google skill check:

http://www.omniglot.com/writing/linearb.htm
 

hiciacit

Liturgist
Joined
Aug 25, 2005
Messages
406
Location
I've been there
android:
Like this one best. The tilted head looks better as well, although it would be even better without the head.

Elhoim:
I think I lost track of your best one somewhere halfway of thread ;)

Marsal:
No offense, but I really don't like this one. It feels very cluttered (ugh at that lionhead), and what bothers me most is that the pictures you used are not all of the same quality/crispness. Compare the columns around the text box with the horizontal beam above the icons for instance. It very much feels clobbed together.
P.S.: Instead of the lion's head, you might want to try something like the Bocca della Verita. Has a nice weathered look as well.
 

Elhoim

Iron Tower Studio
Developer
Joined
Oct 27, 2006
Messages
2,880
Location
San Isidro, Argentina
serch said:
102 % of the submissions are awesome. I feel a second class citizen of the Codex. Or, going with the inspiration of AoD setting, not even a citizen. Anyway, I'm inclined towards Elohim's work. I feel that, perhaps, changing somehow the icons (you know which ones: the sword, the eye, the boots,...) into some kind of ancient pictogram style would work for me.

Quick Google skill check:

http://www.omniglot.com/writing/linearb.htm

That is very nice! Maybe I´ll give it a try!

Now, a simplified version:

 

Claw

Erudite
Patron
Joined
Aug 7, 2004
Messages
3,777
Location
The center of my world.
Project: Eternity Divinity: Original Sin 2
Overall I like the previous version better, except two main improvements of this version:

- the depressed weapon slots missing in previous versions

- more readable HP and AP

How about making the HP and AP indicators look identical to the weapon slots?

Also, I presonally like the original Disc icon better. I know it's a bloody game, don't try to hide it.
 

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