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Pretti! Interface-graphics

Claw

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Project: Eternity Divinity: Original Sin 2
galsiah said:
Seriously, are you joking?? The player will not even read or notice the symbols after a minute or so.
No, I am dead serious. We can just lose the HP/AP symbols/labels entirely, and you just made the final speech. I rest my case. Or maybe it was your case?

My point is, if you want to use a label of any sort, it should be understandable. A label I don't understand unless I am told what it means is pointless, unless it's used in different places for recognition value. I don't think that's the case here.
 

galsiah

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Functionally, definitely all on one side. That way everything is there at a glance.
Aesthetically I'm not sure - an all-on-one-side version would be nice to compare.
 

galsiah

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Claw said:
My point is, if you want to use a label of any sort, it should be understandable. A label I don't understand unless I am told what it means is pointless, unless it's used in different places for recognition value. I don't think that's the case here.
Ok - I see where you're coming from now, but I don't exactly agree.
There needs to be something about the numbers to associate at least. For example having them in clearly different colors.

If there's no difference, then a player might get muddled for a moment when health is low (so unusually similar to AP), and he spends a couple of seconds working out which is which. That's not desirable. Having any associated symbol will stop that situation from occuring (as would the different colors, of course).

I agree that the symbols don't do much good, but that's my point really - they're there to look nice. If you don't think they add to the look, then e.g. colored numbers would probably make more sense for you. If you do think they add to the look, where's the problem? They might not do a great functional job (beyond color coding), but since there's no need for such a job, why worry?

Personally I like the way they look, so from my point of view they're ideal - they do the (small) job, and look good. If you don't like how they look, what would you use? If nothing, how would you use the space to create a better look?
 

Perishiko

Scholar
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Jan 8, 2006
Messages
135
Would it look like crap if you put the letters "HP & AP" faintly behind those symbols?
 

Perishiko

Scholar
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Jan 8, 2006
Messages
135
Vault Dweller said:
Would be too much, I'm afraid. Looks great, Elhoim.

That's what I was thinking. But, I'm not very good at picturing the way things would look.

Edit: Just as well, is that the final choice for the font type being used?
 

android

Novice
Joined
Apr 1, 2004
Messages
78
Tomorrow I will have much more time to do some more work, either further refining the crafting screen, or creating another interface, today I only played a bit in Photoshop and created this compact version.

The text background would disappear completely, the weapon slots would be retractable, maybe they will react to mouse-over or right-click, left-clicking on them would still produce the action. There should be an option in preferences which interface parts should be visible, like in Wizardry 8. This toggle shouldn't be so hard to implement, since it only hides parts of the interface.

aod09kh0.jpg


Vault Dweller said:
We have a single artist, and he's too busy working with the in-game stuff. We could have done something better with the interface, but it takes time. The artist who did the concept art was hired by a German studio to work on a cool-looking FPS and doesn't have a lot of free time at the moment.
I can understand that, I really like the illustrations you have on the website. Also the game art looks rather good for an indie game and a one man (artist) show.

Vault Dweller said:
Everyone on the team likes what you guys did. Your stuff is everyone's favourite, android. I'm too busy at the moment and can't always comment, but I do check the thread constantly.
Thanks, I am also quite busy and to be honest I am almost losing track of what's going on in here...

HanoverF said:
I dislike the column as it only appears to be there in order to partially obscure the vein.
Actually they were supposed to be supporting the roof, one of them shouldn't have been broken.

Vault Dweller said:
Crafting is great, the other two screens are "meh".
No, crafting screen with lava is "meh", the other two screens with the new font are great :)

Hazelnut said:
I'm wondering if it would be easier to keep track of the development if Android and Elhoim had separate threads for development of their respective UI's, especially since the rate of change is quite different. Maybe the first post could sum up all the different designs or something.. just a suggestion, VD - what's your take, is your head spinning too?
That's not a bad idea, but to be honest I don't see the need for such rapid updates. I mean these should be concepts that would define the overall feel and ideas for the interface or the whole style of it, rather that "OMG i want bricks!" "No! pillars you moron" ;-) I personally like to work longer on something alone, to that point I am really satisfied with it and then show it to my friends and argue about details.
 

Elhoim

Iron Tower Studio
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Hazelnut said:
I'm wondering if it would be easier to keep track of the development if Android and Elhoim had separate threads for development of their respective UI's, especially since the rate of change is quite different. Maybe the first post could sum up all the different designs or something.. just a suggestion, VD - what's your take, is your head spinning too?

Maybe... Perhaps I can make a thread with an updated first post, and the WIPs in it, and also post here whenever I have a "still" version...

Personally I like posting many versions, as it gives me more feedback and ideas. I can´t believe how much my UI and skills have improved since that first post a few days ago...
 

Vault Dweller

Commissar, Red Star Studio
Developer
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android said:
I can understand that, I really like the illustrations you have on the website. Also the game art looks rather good for an indie game and a one man (artist) show.
Thanks.

... I am almost losing track of what's going on in here...
I hope you will have time and desire to continue. Your stuff is great - top notch material.

That's not a bad idea, but to be honest I don't see the need for such rapid updates. I mean these should be concepts that would define the overall feel and ideas for the interface or the whole style of it, rather that "OMG i want bricks!" "No! pillars you moron" ;-) I personally like to work longer on something alone, to that point I am really satisfied with it and then show it to my friends and argue about details.
That's exactly how I work.
 

spacemoose

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Jan 22, 2005
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california
Elhoim said:
http://img186.imageshack.us/img186/6002/mainguireduxwepk1.jpg

fancy. I think the only thing left to do is remake the icons (inventory, combat etc. ) to fit more with your style
 

The Idiot

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Dec 3, 2006
Messages
58
I will if you group HP and AP. Pardon my persistence, but functionality suffers as it is now.
 

Claw

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Not to be picky, but you're using the Caduceus to indicate health. Before anyone asks, I reconsidered.

In case that wasn't clear, I disapprove. It makes AoD and its developers look stupid.

You could use the rod of Hermes for HP and the Caduceus for AP, of course. It would please me, but you don't have to.


Other than that, it looks good. Besides my citicism from before, naturally. Oh, and now that you seem to be working on a more 3D look, the flatness of icons begins to look really out of place. Seriously, no bump mapping for the icons?
 

Elhoim

Iron Tower Studio
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Claw said:
Not to be picky, but you're using the Caduceus to indicate health. Before anyone asks, I reconsidered.

In case that wasn't clear, I disapprove. It makes AoD and its developers look stupid.

You could use the rod of Hermes for HP and the Caduceus for AP, of course. It would please me, but you don't have to.

Other than that, it looks good. Besides my citicism from before, naturally. Oh, and now that you seem to be working on a more 3D look, the flatness of icons begins to look really out of place. Seriously, no bump mapping for the icons?

The staff: Noted.

The icons: But if I blend them too well you won´t be able to see them ;) I might try something later, but for now they do fine. It would take too much time, and will do it only if the UI is going to be the one used. I think I showed what I can do. Let´s wait for android to finish his design.
 

Vault Dweller

Commissar, Red Star Studio
Developer
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Claw said:
It makes AoD and its developers look stupid.
I'll have none of that! Nobody makes me look stupid but me. :lol:

As for the symbol

a) it's a modern symbol of medicine, so most people would be able to associate it with health (for a good reason, mind you)
b) while it was associated with Hermes and commerce in Greece, the symbol is way older than that and could be traced to 2500 BC Mesopotamia and legends of creation of life. Some believe that the snakes represent wisdom, some believe they are worms representing the Guinea Worm Disease, some believe they represent DNA (link)
 

callehe

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Dec 5, 2004
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459
Location
Gothic Castle
ah yes the staff has a richer history than i thought... yet i was thinking about the healing and health aspect of the snake staff and that certainly comes form the bible (don't think hermes was a healer type no?)

Moses Another bible reference to the serpent and healing would be, "And the Lord said to Moses, ‘Make a poisonous serpent, and set it on a pole; and everyone who is bitten shall look at it and live.’ So Moses made a serpent of bronze, and put it upon a pole; and whenever a serpent bit someone, that person would look at the serpent of bronze and live." (Numbers 21:8-9)
 

Gwendo

Augur
Joined
Aug 22, 2004
Messages
990
Yes, as it was.

Looking great. VD will have an hard time to choose one.

Remeber, the interface will appear in all screenshots in reviewing sites... ;)
 

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