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Pretti! Interface-graphics

Elhoim

Iron Tower Studio
Developer
Joined
Oct 27, 2006
Messages
2,880
Location
San Isidro, Argentina
Nice work, android! Very greek! ;)

Very small update:

 

MountainWest

Scholar
Joined
May 29, 2006
Messages
630
Location
Over there
android said:
It seems like I've missed all the fun
I'd have to rank this one as my favorite interface so far . It's a bit too bright. Another thing is the icons; I wonder how functional (?) it is to have them at the bottom of the interface. It might be annoying if you have to access them a lot...
 

Elhoim

Iron Tower Studio
Developer
Joined
Oct 27, 2006
Messages
2,880
Location
San Isidro, Argentina
With a new world map. It would be nice to have an overworld map of the game are and use a miniature version. This icon is made from the world map of a book I´m writing.

 

galsiah

Erudite
Joined
Dec 12, 2005
Messages
1,613
Location
Montreal
Elhoim:
Though I'm sticking with "darker = better" in general, I think yours did look better before the darkening. Perhaps you could stick with the lighter version, but darken the frame (or other areas)?? Also, I think you need to do something with the icons. Particularly in the latest version (the one before last in fact :)), I don't think they're clear enough.
Also, I'm not sure about the gold for HP/AP/AoD - it's not bad, but I think I preferred the stone version. I do think that you need to be consistent with the colors though - at present many of the icons are yellowish, which doesn't fit too well with the more vibrant gold.


android:
Again I think something darker would be preferable in general, but just darkening it might not look as good. I like the design a lot - in particular the background for the text/weapon slots. The border's good too.

I'm not sure about having the icons at the bottom of the interface from an ease-of-use point of view: since they're pretty small, I think the closer they are to the action, the better. The weapon slots are larger, so I think they can afford to be further away without becoming cumbersome.
I guess this is no big deal for a turn-based game. It's worth considering though - even if it's not a deciding factor.

I think it's a nice idea to separate the icons along functional lines - but if you're doing that, wouldn't you want "journal" over with "map", "save" and "inventory"? (since all the others are actions)
 

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,044
Elhoim said:
New update!
Nice! I'd still tweak the HP/AP stuff though. Maybe run the numbers over the carved HP/AP letters?

android said:
Awesome. Very stylish and stone-ish. What I love about it the most is that this style would easily work with every other interface in the game. And I actually like the icons at the bottom.
 

spacemoose

Erudite
Joined
Jan 22, 2005
Messages
9,632
Location
california
android said:
aod02ww8.jpg

you limey bastard, that's beautiful
 

Elhoim

Iron Tower Studio
Developer
Joined
Oct 27, 2006
Messages
2,880
Location
San Isidro, Argentina
A "Gold" edition before I go to bed. Anyway, I don´t know how much better I can do. I lack the knowledge to do anything better. I can tweak this, and perhaps improve it a little, but not much more, I think. Anyway, see you tomorrow!



BTW VD, I didn´t quite understand what you meant by running the numbers over the HP/AP. You meant on top of them? How would I made a contrast between the background and the numbers? Can you give me an example? Thanks!
 

AZ

Liturgist
Joined
Feb 6, 2005
Messages
467
Please make the gui dark! Bright guis just distract.
 

OlSheep

Novice
Joined
Aug 13, 2004
Messages
42
Location
Lost in Quebec
Spacemoose said:
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.

I don't think it can compete with many of the things that have been posted here. Still, I've got a problem with failure.

Is this one as bad as the others (w/o the condescending tone, if possible)?

 

Fresh

Erudite
Joined
Dec 2, 2004
Messages
1,057
Location
Vault boy's secret hideout
android said:

Great stuff! Love the sand and the busted statues head. Here's a few darker variations of this nice interface:

EDIT Pic 1 & 2 removed since they are crap. :D



EDIT: Only things done with 3rd one is interface selected excluding text box & weapons slots, photoshop paint dubs (1 & 2) applied and decreased brightness (-50).
 

Sovy Kurosei

Erudite
Joined
Dec 29, 2004
Messages
1,535
The one thing I hate about all these interfaces is that you can only choose one. There are some really, really good ones to pick.
 

Twinfalls

Erudite
Joined
Jan 4, 2005
Messages
3,903
Android's latest is very nice, but I prefer Elhoim's (non-gold) ones. The reason being that Android's seems more suited to a Civ-type game, whilst Elhoim's feels more RPGish. This is an RPG, and one shouldn't underestimate the added effect that evoking an old-school RPG atmosphere will bring to the game.
 

android

Novice
Joined
Apr 1, 2004
Messages
78
Thanks everyone, again I have to agree with most of the comments.

MountainWest said:
Another thing is the icons; I wonder how functional (?) it is to have them at the bottom of the interface. It might be annoying if you have to access them a lot...
Might be an issue, the reason behind this was more an artistic desicion of how it all would hold together. My first sketch I did had icons on top, so I guess it could be reworked like that.

galsiah said:
Again I think something darker would be preferable in general
Yep, the lighting is a bitch to make it all nice and contrasty, now it's too bright.

galsiah said:
I think it's a nice idea to separate the icons along functional lines - but if you're doing that, wouldn't you want "journal" over with "map", "save" and "inventory"? (since all the others are actions)
Yes, good idea, I missed that.

Vault Dweller said:
What I love about it the most is that this style would easily work with every other interface in the game
The stone texture is procedural and since it's pure 3D, it can be rendered in any size, resolution, or on another surface, while making it easy to create other interfaces in the same style.

Twinfalls said:
The reason being that Android's seems more suited to a Civ-type game, whilst Elhoim's feels more RPGish
Maybe you don't like that the interface is more like 3D objects mashed together instead of classical flat interface? But if you look at the interfaces from Fallout, IWD or PS:T you'll see they are also like that, but maybe not so much...

I'm a bit busy right now, but I'd like to incorporate those little changes (icons still at the bottom) later today.
 

Elhoim

Iron Tower Studio
Developer
Joined
Oct 27, 2006
Messages
2,880
Location
San Isidro, Argentina
The_Nameless_Prick said:
Is their an 'Official Winner' yet?

Android´s the winner. 2D can´t compete with 3D, right? ;)

Maybe I´ll try a different layout later, but nothing too different in style.
 

Hazelnut

Erudite
Joined
Dec 17, 2002
Messages
1,490
Location
UK
I have to say I'm mightily impressed by all the work being done on the AoD GUI here, and will completely retract my initial reaction to the OP of "FFS not again!" :D

I think this interface of Elohim's is my favorite of his so far, some of the developments since should be integrated with it, but go back to this one is my opinion.

carved2zv7.jpg


With the following changes:

- Replace the banners either side of the text window with columns as suggested by someone else.
- Replace HP/AC indicators.
- Replace filler column on right of inteface with AoD.
- Remove filler horizontal bar along top of UI. (or maybe just make it thinner)

Here's a modified version of your screen - with (badly) cut 'n pasted modifications - purely to give an idea of what I mean. Intended for food for thought Elohim, okay, I hope you don't mind me taking the liberty. I think these designs are loads better than the earlier ones from you.

carved2zv7demoph2.jpg


(Me trying to use Photoshop is a bit like an monkey trying to use watercolours)


I also really like Androids' interface, except for the colours - looks a bit too red/orange? I don't think it needs to go as dark as Hyperboy's version, but I like lighter interfaces - and I think more the colour that you used in the original 'dial' one would be nice. Also the horizontal line separating the UI from the playing area needs to be subtler IMO.


Hope this helps you guys, can't really choose between them at the moment.
 

denizsi

Arcane
Joined
Nov 24, 2005
Messages
9,927
Location
bosphorus
I loved Android's interface, but I agree that having the icons at the bottom is kind of awkward, and it's too bright. Somewhere between Android's interface and its revised version by Hyperbole might fit better.

Btw, VD, Is it necessary to have both weapon / item slots visible? Would it work with a toggle button, with either a smaller and partial image of the other item or just a button, both with colour coding regarding the usability of the 2nd slot? There would be a quite some space by getting rid of the second slot.
 

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