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Pretti! Interface-graphics

galsiah

Erudite
Joined
Dec 12, 2005
Messages
1,613
Location
Montreal
android said:
Maybe you're right, but I still think there are too many icons. What do they read anyway and how much will you use them? Are they all really neccessary?
Indeed - maybe so. I just think it's important that the primary reason for adding/removing icons should be ease of use (and reducing the number of icons could help in this regard too), rather than saving space - which is just a nice bonus.

I think it'd be useful to know a little more about how the icons are used at present. For example:
Do they get highlighted (or equivalent) when being used?
Do they get highlighted (or equivalent) in situations where they could be used (e.g. lockpicking highlight when over locked object etc.)?
Are they used in any other fashion to communicate information to the player (something a hotkey mapping clearly doesn't do)?
Are there other ways to achieve the same action (e.g. hotkey / right click...)?
Are some useless for many characters (e.g. having sneak / pickpocket there for a character with no skill in those areas is probably a waste of space)?
...

One thought could be to have a character-specific interface. For instance, with android's current setup, it'd be pretty easy to extend/retract the icon slots depending on a character's abilities. Many of the icons (e.g. pickpocket/sneak etc.) might not need to appear for most characters.
Another option would be to allow the player to assign the icons - or again to have them automatically assigned according to frequency of action use.
 

ixg

Erudite
Joined
Jan 20, 2006
Messages
2,078
Location
Scary...
uiv4uj1mw4.jpg


Dunno if I'll finish it but this is what I was doing.
 

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,044
galsiah said:
Do they get highlighted (or equivalent) when being used?
When you click on one.

Do they get highlighted (or equivalent) in situations where they could be used (e.g. lockpicking highlight when over locked object etc.)?
No.

Are they used in any other fashion to communicate information to the player (something a hotkey mapping clearly doesn't do)?
No.

Are there other ways to achieve the same action (e.g. hotkey / right click...)?
Right-click on an object.

Are some useless for many characters (e.g. having sneak / pickpocket there for a character with no skill in those areas is probably a waste of space)?
I doubt it. It's a one-character game, so some jack-of-all-trades-ness is to be expected, especially since you get all skills anyway (as of opposite of starting with 0 and buying ranks). So you may not be a master thief, but you can still open a few doors every now and then, etc.
 

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,044
I finally have a free moment, so here is some feedback by artist:

Elhoim:
Overall, both the wooden one and the stone one fail to form one interface and feel like a bunch of different pieces put together. Here is (link), for example, the stone menu background is more consistent. Later on you went a bit overboard with the colors: everything has a different color and looks too busy, imo. On one of the last ones, the crossbow is hardly visible. Etc.

I'd take a look at the IWD2 interface (see the first page) for some inspiration and successful stone interface implementations.

Great font though, looks fantastic.

Mantra:
Bitching. Just bitching. Would really like to see what else you can do.

Android:
Still love the style, but overall, it's too actiony.
 

AZ

Liturgist
Joined
Feb 6, 2005
Messages
467
I really like android's gui, I hate when a big bright interface covers the 1/3 of the screen. It may sound stupid, something I did not liked in Torment was that I couldn't hide the interface whit "h" like in all other infinity engine games.
 

Elhoim

Iron Tower Studio
Developer
Joined
Oct 27, 2006
Messages
2,880
Location
San Isidro, Argentina
Vault Dweller said:
Elhoim:
Overall, both the wooden one and the stone one fail to form one interface and feel like a bunch of different pieces put together. Here is (link), for example, the stone menu background is more consistent. Later on you went a bit overboard with the colors: everything has a different color and looks too busy, imo. On one of the last ones, the crossbow is hardly visible. Etc.

I'd take a look at the IWD2 interface (see the first page) for some inspiration and successful stone interface implementations.

Great font though, looks fantastic.

I´ll see if I can give it a little more consistency. ;)
 

spacemoose

Erudite
Joined
Jan 22, 2005
Messages
9,632
Location
california
well well so suddenly all the graphic artists are coming out of the woodwork. for a relatively small forum we sure have a lot of talented/skilled people. I particularly like mantra's and android's submissions, excellent work all around though.

also I don't think people appreciate Hyperboy's OP enough. if he just posted: 'hey the interface is crap, you should change it.' it certainly would not have motivated people as much as the mockups that he provided did.
 

hiciacit

Liturgist
Joined
Aug 25, 2005
Messages
406
Location
I've been there
Vault Dweller said:
Android:
Still love the style, but overall, it's too actiony.

Why do you you think it's 'actiony'? I actually like this one a lot, mainly because of the no-clutter priciple that seems to be the basis of this design. It's a bit too rounded though; reminds me of an rpm or mph meter in some racing game.
 

galsiah

Erudite
Joined
Dec 12, 2005
Messages
1,613
Location
Montreal
hiciacit said:
Why do you you think it's 'actiony'?...It's a bit too rounded though; reminds me of an rpm or mph meter in some racing game.
I think you answered your own question there. I had the same impression. It's more of an association than anything essentially actiony about the graphic.

I think changing the background for the weapon slot would help - losing the three circular "waves" for a start. Perhaps replacing them with a similar texture to the other areas.

Also, changing the health meter might help to avoid the "mph meter in some racing game" effect - though I'm not exactly how.
Perhaps not using the red? Since it's a turn based game, the player will be using the number most often - there's no real need for a meter that can be noticed easily without paying close attention. Perhaps not using a meter? Have some texture fade in/out with health instead? Have more cracks appear/grow darker in the marble with health loss???... Perhaps just use the number without any extra visual cues?
 

Dhruin

Liturgist
Joined
Aug 15, 2003
Messages
758
I quite liked the original but Mantra's really grabbed me. Nice.
 

OlSheep

Novice
Joined
Aug 13, 2004
Messages
42
Location
Lost in Quebec
Spacemoose said:
OlSheep said:
interface pics

some feedback is better than no feedback, so I'll tell you this: those are not good at all, you might even say they are horrible.

Don't worry, I agree with you. Thought I'd post 'em anyway just to reduce the annoying feeling induced by wasted time.

But, yea, it's kind of a waste of bandwidth, I'll remove the pics.
 

Mantra_n

Novice
Joined
Nov 3, 2004
Messages
31
Location
Over yonder...
Thanks guys. Slith, i'm gonna have to take your 10 bux :)

VD: so the interface is all at 800x600 or does it scale up by resolution? how many other screens have to be done besides just the interface bar?
 

Durwyn

Prophet
Joined
Oct 29, 2006
Messages
1,132
Location
Erewhon
In my opinion best gui is so far mantras, but i also do like android's minimalistic version. I remember some game had varied interfaces (in terms of colors, maybe icon styles) for each class that were in the game. This little thing shows devs approach to details. It's not nesssary, it will not change gameplay in any way BUT when some guy plays the game, he founds out that there are diffrent gui for each class, he thinks "Wow, dev of this game really out hard work on it, not even he made a great gamplay but also he done this small thing. I like that ! Cassual gamers like that kind of stuff.
 

Nick

Iron Tower Studio
Developer
Joined
Apr 21, 2004
Messages
317
Location
Over the hills and far away
Mantra_n said:
so the interface is all at 800x600 or does it scale up by resolution?
Nope. Right now we have several sets, each for different resolution.

Mantra_n said:
how many other screens have to be done besides just the interface bar?
Char-screen, alchemy, trade, craft, inventory, dialogue screen. And some minor stuff like context menu, loading screen, options, message box.

You could try do the primary windows, then send the PSD files [and/or other source art] to me.
What you're doing is really impressive.

I like Android's version a lot, too. Totally different concept, but stylish and minimalistic. Great work.

Elhoim has put a lot of efforts too, but since his version is based on combination of Photoshop effects and textures, its potential is limited. Still I'm surprised how much he has managed to squeeze from it.
 

Claw

Erudite
Patron
Joined
Aug 7, 2004
Messages
3,777
Location
The center of my world.
Project: Eternity Divinity: Original Sin 2
If by potential you mean "potential to completely change the design" you're right.
I don't feel that's necessary however, in fact I find it undesireable.
I only prefer minimalistic GUIs on character-focused games like Gothic.
RoA had a complete frame around the "game window" and that was perfectly fine.
 

aweigh

Arcane
Joined
Aug 23, 2005
Messages
18,143
Location
Florida
Android's one is the best so far.

You could include a button that would shrink the GUI from normal to something like Android's for those those that prefer to use the context-menu.

Also, mantra's icons look way too noisy, but the darkened color palette is fantastic.
 

Hazelnut

Erudite
Joined
Dec 17, 2002
Messages
1,490
Location
UK
I love the textures and colours in Android's version, but not the 'dial' style shape. It really looks like old light coloured stone which fits the game beautifully from my perspective. Also it keeps the light coloured style of the original while throwing away the amaturish texturing. I'd like to see it combined with a more traditional shaped UI and the original icons which seemed okay to me.

Ixg's screen showed a similar texture/colour direction, but it not half as good/developed (sorry man) but I really prefer the AP/HP numbers - they look so much better here than in the boxes on other UI examples IMHO.
 

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,044
Spacemoose said:
well well so suddenly all the graphic artists are coming out of the woodwork. for a relatively small forum we sure have a lot of talented/skilled people. I particularly like mantra's and android's submissions, excellent work all around though.
Yep. The Codex is the best place to show and discuss game design elements, from game systems to visuals. I'm well aware of how much the Codex influenced and contributed, and I'm terrified to think what would have happened if I ignored the feedback.

also I don't think people appreciate Hyperboy's OP enough. if he just posted: 'hey the interface is crap, you should change it.' it certainly would not have motivated people as much as the mockups that he provided did.
He's a true patriot :salute:

hiciacit said:
Why do you you think it's actiony? I actually like this one a lot, mainly because of the no-clutter priciple that seems to be the basis of this design. It's a bit too rounded though; reminds me of an rpm or mph meter in some racing game.
Looks like you've answered your own question.
 

Elhoim

Iron Tower Studio
Developer
Joined
Oct 27, 2006
Messages
2,880
Location
San Isidro, Argentina
It seems we have a winner! Congratulations Mantra_n! One thing tough. Could you make a UI that looks like "Roman Post-Apocaliptic", because the UI you made looks more like a "Metal Gothic" style.

Anyway, I was playing around with PS and did a little something with the walls. Check the RED RECTANGLE, and tell me if you like it.



BTW Mantra_n, can you tell me how to do those borders? Did they came in a pack or something? Thanks!
 

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