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Pretti! Interface-graphics

whatusername

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You mean that post took you two hours and a half to write!?
 

Vault Dweller

Commissar, Red Star Studio
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How about a trading screen now? A few screens were posted in the past, but let's forget about them and create something new and awesome, without any self-imposed restrictions of the previous designs.
 
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whatusername said:
You mean that post took you two hours and a half to write!?
Hehe, no. I open the most interesting topics on the top ten recent topics on the main site, and I guess I didn't hit F5 when I reached this one. :D But still, used about an hour, and that's a helluva long time for a forum post...
 

Elhoim

Iron Tower Studio
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I am no artist, but if you can't see how those lines is a problem, you either need to get a not fucked up monitor, or there is a serious problem with your artistic finesse.

Yeah, I know, it´s a problem with the original pattern I´m using. But if I follow VD idea, they will not be a problem any longer ;)

Let's drop the column business and go with the wall idea. The hand slots look like patches, which is perfect. Now, for the text box, let's make a hole in the brick wall (remove some bricks, basically), and the text background will be the darkness of the hole. Instead of the columns, try wooden beams, supporting the wall. What do you think?

I think it´s a good idea. If you (or anybody) has the time, can you give an inspiration for the wooden beams? I don´t want to go all english style wood beams. ;)
 

galsiah

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Elhoim:
Like the new versions - though with the crafting screen, I think I'd prefer it if the "frames" took up less space relative to the item pictures etc. The lava is a good idea, but I'd like the parts which matter to have more emphasis if possible.

A few thoughts on the character screen:
It contains the most information of any screen - all of which is relevant. Don't compromise on clarity for artistic thrills. At present the clarity is great - don't lose it.
Before putting a picture in the bottom right, check how long the traits list might get (presumably longer than currently shown). It might be necessary to have the picture as a background to the traits, rather than under them, if there will likely be many.

Specifically for the character screen, but also for the others - consider what you could do with the extra space if you didn't keep the standard interface at the bottom of the screen. Mostly that standard interface is going to be useless in these cases, so if you can do something impressive with the space, I'd consider losing the standard interface. (might want to consider what VD thinks first :))

I guess that the text box might well contain information relevant to dialogue decisions, so it'd make sense to leave it there for dialogue. It also seems a little more natural, since that way seeing the world (as you do from the dialogue window) always goes with seeing the standard interface.

Crafting has no world view, so losing the standard base interface wouldn't seem wrong, I think. It is still to do with character action though, and you don't really need more space - keeping it seems reasonable too.

The charcter screen is conceptually very different - it's nothing to do with what your character is doing, but only contains information for the player, and possible actions for the player. I think the character screen is therefore the screen that could most reasonably lose the standard base interface (which is of course also useless at that point).
Since in the character screen, you're quite low on space if you want to maintain clarity, and add a bit of artistic interest, I think you should consider losing the base interface.

Just a thought. I think most RPGs have a completely different screen for character stuff though, so it can't be a completely stupid thought.

If you do get some more space, pretty pictures/designs please. E.g. a picture box which changes to represent each skill would be nice. That would leave you over 20 pictures to come up with, but I'm sure you'd enjoy it :). [EDIT - oh and a picture for each possible trait too, while you're at it :D. And a portrait or something...]
 

Elhoim

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I´m sure VD would know best, but I think that the main GUI is permanent.

(Android) Since you're working in 3d it probably takes a bit longer to get each draft done, and I'm waiting eagerly for a dialogue screen.

I think he also has something called a life, which I don´t. I want one! ;)
 

Elhoim

Iron Tower Studio
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That´s nice. I shall use something like that on the top part. What do you recommend for pillars (wood) at the side? Or no pillars?

Thanks!
 

galsiah

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Elhoim said:
I´m sure VD would know best, but I think that the main GUI is permanent.
Is this true VD? If so why?
I can see the sense in keeping it there for every normal game character action (dialogue, crafting etc.) for consistency, but why for a character screen? I really think that space could be put to better use.
 

MF

The Boar Studio
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Trading screens are actually very important. I don't know if this is the place to talk about this, but since VD's given some creative freedom for everyone to give their hand at trading screens, I'll throw in some thoughts about them. There are certain things about trading interfaces that always bugged me :

- Item quantity
In Fallout, this was horrible. Granted, you could use the numeric keypad to enter an amount, but that was undocumented. Having to click an increase/decrease button is a terrible way to determine the amount of items you want.
- Item differentiation
Prelude to Darkness was horrible for this. Without clicking on an item you had no idea what it was.
- Clear insight in the trader's finances
Mount & Blade is basically just a combat game and I love it for that, but if it was a real RPG, knowing how much funds the trader has left would really kill the immersion.
- Absolute item ordering
This sucked in Arcanum. I like the encumbrance/size idea, but carefully rearranging a few potions here and a piece of armor there to fit in that 2-slot knife you want to buy is tedious. It was properly executed in Betrayal at Krondor, though. Actually, I think I liked BAK trading best of everything I've seen so far. It emphasizes the items rather than the trade aspect, and haggling was done really well. You had a 'buy' option or a 'haggle' option. This may be going into game-mechanics rather than interface, but I really liked how the haggle would check your haggle skill and either make the item cheaper (with some witty dialogue thrown in) or put the shopkeeper off and tell you to sod off.

I think there should be ample room for dialogue in the trading screen, in accordance with the rest of the game. This gives you a feeling of actually trading instead of just dumping your items into a bounty-dispensing quartermastermachine.
 

Vault Dweller

Commissar, Red Star Studio
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galsiah said:
Elhoim said:
I´m sure VD would know best, but I think that the main GUI is permanent.
Is this true VD? If so why?
I can see the sense in keeping it there for every normal game character action (dialogue, crafting etc.) for consistency, but why for a character screen? I really think that space could be put to better use.
Huh? What's the "main GUI" and why is it permanent? I thought that the only thing that we all agree on is that the original interface sucks and must be replaced.
 

galsiah

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The section at the bottom with the icons, text box, weapon slots etc.

At present everyone's design of the other screens leaves the base interface (all the icons, weapon slots etc.) in place. Mostly this isn't used for those screens.
If that section were removed for the character screen at least, there'd be more space to format things well while still including artwork. At present the base interface is stuck there at the bottom, taking up space for no good reason.

As I said above, keeping the base part for the dialogue screen might make good sense (the player might be interested to check the text box for prior events for instance). Keeping it there for the crafting screen isn't too useful, but there's no pressing need to get rid of it.
 

Elhoim

Iron Tower Studio
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Vault Dweller said:
galsiah said:
Elhoim said:
I´m sure VD would know best, but I think that the main GUI is permanent.
Is this true VD? If so why?
I can see the sense in keeping it there for every normal game character action (dialogue, crafting etc.) for consistency, but why for a character screen? I really think that space could be put to better use.
Huh? What's the "main GUI" and why is it permanent? I thought that the only thing that we all agree on is that the original interface sucks and must be replaced.

I meant that the UI with the icons and text screen is always on the lower part of the screen, and that the different screens (character, crafting, etc) cover the game are but not the UI. Can they be made to cover the entire screen?

Personally I like when the UI remains, but it´s the codex (or your) call.
 

galsiah

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Elhoim said:
Personally I like when the UI remains,
I agree with the dialogue screen, and probably for the crafting. For these I only think that it's something which should be considered - not necessarily a good idea.

Losing the base part for the character screen is a good idea IMO. You could do better things with that space.
 

Vault Dweller

Commissar, Red Star Studio
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galsiah said:
The section at the bottom with the icons, text box, weapon slots etc.

At present everyone's design of the other screens leaves the base interface (all the icons, weapon slots etc.) in place. Mostly this isn't used for those screens.
If that section were removed for the character screen at least, there'd be more space to format things well while still including artwork. At present the base interface is stuck there at the bottom, taking up space for no good reason.

As I said above, keeping the base part for the dialogue screen might make good sense (the player might be interested to check the text box for prior events for instance). Keeping it there for the crafting screen isn't too useful, but there's no pressing need to get rid of it.
Well, like I said before, nothing is sacred. If someone can come up with a good design requiring the entire screen, sure, why not? If it's the same design but stretched to fill more space, then I'd rather keep the main gui as is.

It would be lovely to have some icons for skills/stats/traits if someone here fancy himself/herself an artist.
 

Durwyn

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Erewhon
Great Ehloim. Some woodwork and it will be perfect. Imho try to connect horizontal and vertical wood frames on corners. I somehow don't like how the connection looks now.
 

Vault Dweller

Commissar, Red Star Studio
Developer
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Hmm....

How about:

1. Replace the wooden top with the original top.
2. The hole is too artificial. That's what I had in mind - link or link.
You see the outline? it's uneven and you can see where the missing bricks used to be.
3. Make the vertical beams a bit thinner and add a beam in the middle, to separate the text box area from the icons and hand slots.
4. Add those metal things from the horisontal beam to the vertical ones.
 

Elhoim

Iron Tower Studio
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Durwyn said:
Great Ehloim. Some woodwork and it will be perfect. Imho try to connect horizontal and vertical wood frames on corners. I somehow don't like how the connection looks now.

I don´t quite understand what you meant. Can you give me a graphical or more detailed example? Thanks!
 

kaizoku

Arcane
Joined
Feb 18, 2006
Messages
4,129
[codex mode]Well... well... look at the GUI, or should i say GAY, whores... A true codexer doesn't whine about gfx[/codex mode]



Now seriously, with so many neat UIs that means AoD will be skinnable, right? This would make everyone happy since it would allow each of us to choose his favourite skin.

I'm almost sure that this won't be done due to time constraints, but...
Ideally, the components for the UI should be configurable like BG2 (enable/disable). This is especially usefull in respect to the chat log *if* the other components had a different layout, and thus providing a more game world pixels.
The log would then stack on top of the other components, streching all the way horizontally.
BTW, the scroll bar is missing for it.


PS: if any of these "ideas" have already been mentioned before well... though luck. I don't have time to read all this crap you know... i have a life... i watch porn.


I personally would use this one...
aodinterfaceke7.jpg

... with the font from this one (because that 'O's are a diablo fingerprint)...
mainguicp0.jpg

... only a decent cursor is missing. I think a hand (similar to the one grabbing the money but pointing at a different direction)

Very nice as well
mainguireduxweqv5.jpg
 

Longshanks

Augur
Joined
Jul 28, 2004
Messages
897
Location
Australia.
Ehloim, liking your most recent design, big improvement.



Added a couple of things to my interface.
Obviously not a finished design.
Disregard icon placement, haven't had a chance to resize everything.

Just wanted to get some feedback on what people think of the bronzed icons.
Also on the bronze/orange columns. Again disregard placement.



I really must be bored, doubt I'll put together an interface to compete with the others, but enjoying mucking around with it.
 

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