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Pretti! Interface-graphics

Astromarine

Erudite
Joined
Jan 21, 2003
Messages
2,213
Location
Switzerland
yes, as it was. I think your latest main screen GUI is the best you've done, and in my opinion puts you in first place. I don't like Android's need to have "let's do space-acid together, maaan!" colors in his designs.

Now get working on the other screens. I don't like the crafting one, for example. the lava is fine, but the "channels" through which it runs are WAY too heavy an element for it not to be distracting.
 

Nedrah

Erudite
Joined
Mar 14, 2005
Messages
1,693
Location
Germany
You're only jealous because Astromarines aren't allowed to get high on space-acid on duty.

But seriously, I also for some reason prefer elhoims design - might have something to do with the psychological tendency to like things more if they get presented to you repeatedly.

Still, time to go with one design and start implementing it for realz, imho.
Elhoim has already stated it's the best he can do (with the main ui) and I think it's good enough.
 

Elhoim

Iron Tower Studio
Developer
Joined
Oct 27, 2006
Messages
2,880
Location
San Isidro, Argentina
But seriously, I also for some reason prefer elhoims design - might have something to do with the psychological tendency to like things more if they get presented to you repeatedly.

The powah of propaganda!!!

But seriously, for the first time, I like my design more than android´s.
 

Claw

Erudite
Patron
Joined
Aug 7, 2004
Messages
3,777
Location
The center of my world.
Project: Eternity Divinity: Original Sin 2
Not that it really matters. The symbols look good the way they are. Anyway..

Vault Dweller said:
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)
I do know it can be associated with medicine, or I wouldn't have proposed it in the first place, but that doesn't mean it's the best choice.
But hey, let's discuss the meaning of "RPG" instead, shall we? Let's see what "most people" think of that.

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.
Snakes are used in many contexts, and there are different symbols with snakes, but this is a specific one.

Some believe that the snakes represent wisdom, some believe they are worms representing the Guinea Worm Disease, some believe they represent DNA (link)
Eh, I know all that. The second applies more to the Rod of Asclepius than the Caduceus, and the second is a modern-day invention.


PS: Here's what I'd have written if I were quick-witted:

"Caduceus, short scale, what's next? Redefining RPG?"
 

suibhne

Erudite
Joined
Aug 21, 2003
Messages
1,951
Location
Chicago
I still really prefer android's minimalist approach, simply because I happen to loathe intrusive interfaces. My biggest complaint about the graphics from the very beginning has been the overwhelming size of the interface - not quite as bad as some of the older IE games, but still pretty ponderous. I'll enjoy the game either way, tho. :wink:
 

Elhoim

Iron Tower Studio
Developer
Joined
Oct 27, 2006
Messages
2,880
Location
San Isidro, Argentina
I could reduce it a little, but I don´t want to fall into a "next gen" interface like the ones of NWN, which lack any spirit, as they basically are lines with transparent backgrounds.
 

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,044
The last version looks good, Elhoim.

Anyway, I'm going away on a business trip on Sunday to inspect our branches in Vancouver and Ottawa. I should be back in a week, then we'll review the concepts. It would be great to see some trading/inventory screens designs as well.
 

Crichton

Prophet
Joined
Jul 7, 2004
Messages
1,220
aod09kh0.jpg

Android >>>>>>>>>>>>>>>>>>>>> the rest of this thread.
 

Joff1981

Educated
Joined
Jan 20, 2006
Messages
59
Project: Eternity
@VD
On behalf of the awesome interface designers I'd like to ask some questions about the inventory system as it currently exists.

1. Earlier statements indicate that it is a pure weight based system ala fallout, is this still the case?
2. How complex is the armor system, are they all complete suits like in fallout or multiple pieces like planescape torment? This would require the interface to include a paperdoll or similar system for equipping different armor pieces whereas the fallout system does not.
3. Tied into that does the engine lend itself to representing the avatar on this screen as the 3d model used in the game? Is this even a desirable feature or would a more stylised representation work better?
4. Do you have any example graphics or failing that size limitations for equipment icons (potions, weapons, armor etc.)?
5. What information do you want to convey to the player on this screen about his equipment? Item weights and carrying capacity are obviously needed, but are things like rough item costs desirable as well? Anything else?
6. Would you prefer a full screen or a floating dialog like fallouts?
7. Do you require space for what is on the ground?

On an unrelated note, but still related to the interface, how do we get to the character screen from the main interface? I asked earlier in the thread but I think it got lost in the mass of screens :)
 

denizsi

Arcane
Joined
Nov 24, 2005
Messages
9,927
Location
bosphorus
If this has been asked before, I completely missed it: What happens when you level up (if you level up)? Does a new "level up" button appear somewhere on the screen?

I was thinking that maybe the face-disk in Marsal's interface could be used for opening the stats screen, and when the character levels up, there could be subtle but unmissable hues, glows on the face, particularly on eyes, mouth etc. to imply a level up.
 

Elhoim

Iron Tower Studio
Developer
Joined
Oct 27, 2006
Messages
2,880
Location
San Isidro, Argentina
Joff1981 said:
@VD
On behalf of the awesome interface designers I'd like to ask some questions about the inventory system as it currently exists.

1. Earlier statements indicate that it is a pure weight based system ala fallout, is this still the case?
2. How complex is the armor system, are they all complete suits like in fallout or multiple pieces like planescape torment? This would require the interface to include a paperdoll or similar system for equipping different armor pieces whereas the fallout system does not.
3. Tied into that does the engine lend itself to representing the avatar on this screen as the 3d model used in the game? Is this even a desirable feature or would a more stylised representation work better?
4. Do you have any example graphics or failing that size limitations for equipment icons (potions, weapons, armor etc.)?
5. What information do you want to convey to the player on this screen about his equipment? Item weights and carrying capacity are obviously needed, but are things like rough item costs desirable as well? Anything else?
6. Would you prefer a full screen or a floating dialog like fallouts?
7. Do you require space for what is on the ground?

On an unrelated note, but still related to the interface, how do we get to the character screen from the main interface? I asked earlier in the thread but I think it got lost in the mass of screens :)

Great questions! :)
 

android

Novice
Joined
Apr 1, 2004
Messages
78
Unfortunately I didn't have so much time, so I only did this quick and easy dialog screen. I really disliked the 3D view shrunk into just a little window, I think Baldur's Gate or PS:T got it perfect with a simple overlay with a scrollbar, so I did just that.

aod10fo9.jpg


Vault Dweller said:
android said:
... 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.
Thanks again, what I ment is I lost track of Elhoim's updates and the suggestions leading to them :) I would love to do all the interfaces and related art for the game.

Astromarine said:
I don't like Android's need to have "let's do space-acid together, maaan!" colors in his designs.
So first it's too clinical now it's too trippy? Thanks for all the constructive criticism :)

Vault Dweller said:
Anyway, I'm going away on a business trip on Sunday to inspect our branches in Vancouver and Ottawa. I should be back in a week, then we'll review the concepts. It would be great to see some trading/inventory screens designs as well.
Cool, that gives me some more time, but I don't really know how much of it I will have with christmas and everything...

Do you have some screenshots of the current inventory/trading screen? I wasn't able to find any. Should we just use our imagination and common sense or are there any special requirements?
 

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,044
Joff1981 said:
1. Earlier statements indicate that it is a pure weight based system ala fallout, is this still the case?
Yes.

2. How complex is the armor system, are they all complete suits like in fallout or multiple pieces like planescape torment? This would require the interface to include a paperdoll or similar system for equipping different armor pieces whereas the fallout system does not.
Two armor pieces: body armor + helmet. Overall there are 9 equipment slots: helmet, body armor, cloak, amulet, two rings (left & right), two belt bags (left & right) - for things like toolkits, nets, etc, and two hand slots that you can see on the main gui.

3. Tied into that does the engine lend itself to representing the avatar on this screen as the 3d model used in the game? Is this even a desirable feature or would a more stylised representation work better?
We'll look into it. Whether or not it's a desirable feature, I don't know. We can try that and see how it looks.

4. Do you have any example graphics or failing that size limitations for equipment icons (potions, weapons, armor etc.)?
We'll post a few things tomorrow.

5. What information do you want to convey to the player on this screen about his equipment? Item weights and carrying capacity are obviously needed, but are things like rough item costs desirable as well? Anything else?
Here is what we have currently: total weight and stats modified by the equipment: damage, AP, dodge, damage resistance. Gives you an idea how what you wear affects you.

6. Would you prefer a full screen or a floating dialog like fallouts?
You've lost me here.

7. Do you require space for what is on the ground?
No.

On an unrelated note, but still related to the interface, how do we get to the character screen from the main interface? I asked earlier in the thread but I think it got lost in the mass of screens :)
Press C.

denizsi said:
If this has been asked before, I completely missed it: What happens when you level up (if you level up)? Does a new "level up" button appear somewhere on the screen?
There are no levels -> you don't level up. You complete a quest or kill someone, get a few skill points, bump up some skills, rinse and repeat.

android said:
Unfortunately I didn't have so much time, so I only did this quick and easy dialog screen. I really disliked the 3D view shrunk into just a little window, I think Baldur's Gate or PS:T got it perfect with a simple overlay with a scrollbar, so I did just that.
That's awesome, as usual. It looks fantastic, however, some characters have a lot to say:
http://www.nma-fallout.com/article.php?id=19882
Scroll down for the screens.

Do you have some screenshots of the current inventory/trading screen? I wasn't able to find any. Should we just use our imagination and common sense or are there any special requirements?
I believe we posted them before, but I'd rather see what you can come up with as your style and direction are very different and, honestly, much better than ours. I described the inventory system a bit above. If you have any questions, ask.
 

denizsi

Arcane
Joined
Nov 24, 2005
Messages
9,927
Location
bosphorus
Here again, playing with Marsal's interface for ideas, slimming it down:

4583553664469226720500.jpg

( alt. link: http://www.geocities.com/denizsi/aod_marsal_m03.jpg )

No save button as usual, it will appear on top left or right corner. Face is the combat button, and when in combat, it looks as below:

45835473c94ce368278110.jpg

( alt. link: http://www.geocities.com/denizsi/aod_marsal_m03c.jpg )

note: I haven't resized the whole interface down. The upper band of motif and the 10 icons remain the same size. The darkness behind the text to make it readable is on the item slot texture itself, so there wouldn't be text readability problem, with the engine's inability to display outlined text.
 

galsiah

Erudite
Joined
Dec 12, 2005
Messages
1,613
Location
Montreal
Android:
I like that screen - though it might get annoying for long dialogues. However, in removing the usual interface, you've removed the text box. I'm not sure if information you see there will often be relevant in dialogue, but it certainly could be.
Particularly if in a new area for the first time, a player might wish to give the descriptions a second look so as to better his understanding of the situation, before making dialogue decisions.

Denying the player the opportunity to do this isn't necessarily a bad thing, of course - but the implications ought to be considered. I'd prefer that the description box be kept around in the dialogue screen if possible. By all means lose the weapon slots, icons etc, but the descriptive text might be useful.
 

denizsi

Arcane
Joined
Nov 24, 2005
Messages
9,927
Location
bosphorus
I agree that it's kind of restricting of text space, Especially with the emphasis on dialogue, and the text box should be there somwhere if it has a purpose during dialogue. But as usual, I like the style.

I think I liked it better when the NPC's dialogue was narrower, columned text makes it easier on the eyes.
 

Marsal

Arcane
Joined
Oct 2, 2006
Messages
1,304
I just came for a quick look at how things are progressing.
Nice work!

@denizsi: I like your new version. Do you want me to mail you the .psd file of the interface so you can continue the work? I used PS CS2. It's pretty messy as I was mixing a lot of different things, but I think you'll manage :)

@!HyPeRbOy!: sorry about the avatar. Wasn't looking, my bad.
 

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,044
I like it, but the font is too large. Can you reduce it a bit and remove the skills - they seemed to be out of place and we use a lot more skills in dialogues than these three.
 

Elhoim

Iron Tower Studio
Developer
Joined
Oct 27, 2006
Messages
2,880
Location
San Isidro, Argentina
Like this? Altough the skill space seems now a little empty. I also might make the game image a little smaller, to give more space to the speaker speech. Any other suggestion?

OUTDATED!
 

Jasede

Arcane
Patron
Joined
Jan 4, 2005
Messages
24,793
Insert Title Here RPG Wokedex Codex Year of the Donut I'm very into cock and ball torture
This is nice.

Two complaints:
The space above the gold is empty... maybe you should consider some oldschool pixelart to be placed there. Or some symbol of diplomacy.
Second, I don't think the font looks good in the bottom left part of the screen. It's too close to the stones, making it look cramped and claustrophobic.
 

android

Novice
Joined
Apr 1, 2004
Messages
78
Vault Dweller said:
That's awesome, as usual. It looks fantastic, however, some characters have a lot to say:
http://www.nma-fallout.com/article.php?id=19882
Scroll down for the screens.
I don't think long dialogs will be a problem. Maybe I haven't made myself clear, but this is how Infinity Engine games handled it - they had one long textbox where you could scroll for really long dialogs (PS:T) and you could even see what you said in the beginning http://www.mobygames.com/images/i/02/23/231723.jpeg. I retyped the longest dialog I found on the official site and it pretty much shrunk to a few lines thanks to the wide nature of the textbox. Also there could be a toggle to expand the dialog box to full screen.

galsiah said:
I like that screen - though it might get annoying for long dialogues. However, in removing the usual interface, you've removed the text box. I'm not sure if information you see there will often be relevant in dialogue, but it certainly could be.
Particularly if in a new area for the first time, a player might wish to give the descriptions a second look so as to better his understanding of the situation, before making dialogue decisions.
I'm not sure I completely get it, but that could be solved by copying the descriptions into this dialog textbox, i.e. the small textbox in the regular interface would expand with it's contents into the size you see on the dialog screen and would continue with the dialog text.

Vault Dweller said:
I believe we posted them before, but I'd rather see what you can come up with as your style and direction are very different and, honestly, much better than ours. I described the inventory system a bit above. If you have any questions, ask.
Ok, I'll have a look on my favorite games and see what I can come up with. :)
 

denizsi

Arcane
Joined
Nov 24, 2005
Messages
9,927
Location
bosphorus
I really like it Elhoim!

@denizsi: I like your new version. Do you want me to mail you the .psd file of the interface so you can continue the work? I used PS CS2. It's pretty messy as I was mixing a lot of different things, but I think you'll manage

I can't stop you from doing that, but the whole purpose I'm doing alterations on others' interfaces is to encourage them to do it themselves if they or others like it enough. Like Android trying a slimmer version of his interface after seeing my version (or so I believe judging by one of his posts). So I'd prefer that you do something like that yourself.
 

Lumpy

Arcane
Joined
Sep 11, 2005
Messages
8,525
Android's interface is perfect - superbly drawn, yet very simple and elegant.
Elhoim's is nicely drawn, and way better than the original, but it's too cluttered for my taste.
Marsal's and Mantra's don't really fit the setting, in my opinion.
 

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