Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Pretti! Interface-graphics

hiciacit

Liturgist
Joined
Aug 25, 2005
Messages
406
Location
I've been there
@ Elhoim:

Don't like all that golden stuff. The previous one was better. The pillars are a little annoying as well, not because they're there, but because their perspective is a little akward. I looks as if they bend into the screen at the bottom.

@ android:

Very nice, especially when it's made a little darker/grittier like Hyperbole's modification. Don't like the head though, looks like it's gonna roll of that pile of sand any minute...
 

MountainWest

Scholar
Joined
May 29, 2006
Messages
630
Location
Over there
android said:
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.
VD - being the only who's played the game - liked them at the bottom, so I guess functionality isn't a problem. Perhaps using skills involves mainly right-clicking. And the icons do look great where they are.

Only problem I see now is that it's too bright. As of now it all looks preserved by an always glowing desert sun. You seem to have the skill; have you envisioned the same interface in a rainier climate? It would get gloomy and stained.

Here's some pictures that's somewhat what I mean (the sun is shining, though):
istockphoto_590483_roman_bust.jpg

p06055.jpg

acid-rain-stone-erosion-of-statue-2-AJHD.jpg
 

denizsi

Arcane
Joined
Nov 24, 2005
Messages
9,927
Location
bosphorus
I've also thought about a pop-up menu for actions which you use on things or people (steal, lockpick, trap I guess), though not like Windows shell ie. click on thing/NPC and choose the action but instead, click anywhere to see the actions, choose one and then use on something or someone. Somehow, I thought people would hate it.

Also, one of the strong appeals of Android's interface comes from having interface elements below the information box.
 

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,044
!HyPeRbOy! said:
<darkened android's interface>
Nice.

@ android: I really like your design. When you have time, can you apply the same design to these two interface screens.
http://www.irontowerstudio.com/images/1.jpg
http://www.irontowerstudio.com/images/2.jpg

Just want to see some rough mockups, if you don't mind.

denizsi said:
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.
Sure, you can replace with a toggle button like in Fallout. Like I said, you can change anything you want, nothing is "must have".
 

Durwyn

Prophet
Joined
Oct 29, 2006
Messages
1,132
Location
Erewhon
Okay i will not even post my job, thus i hail to Androids job. Your Gui is perfect IMHO. Keep up the good work. Sorry for mistakes in my post, im little drunk at the moment.
 

denizsi

Arcane
Joined
Nov 24, 2005
Messages
9,927
Location
bosphorus
Here are my takes on Android's interface and note that I'm having a go at this interface thing just to lay out some concepts so if anyone with the skills or others likes any part of them, (s)he can try to do a quality work out of it.

Here is the vertical bar again to relieve the bottom bar and got rid of the second item slot with a switch button to make better space for the remaining four icons (inventory, map, journal, save/load). As I mentioned before, having other interface elements below the information box (past the quality of course) is one of the stronger appeals of Android's interface in my opinion, and that appeal is somewhat lost to me here:

457d6cf1b3d61228675694.jpg

( alternative link: http://geocities.com/denizsi/aod_android_m01.jpg )

I got rid of the second item slot again with a switch button, which is in "unusable / occupied" state here, ans also removed the information box. Save/Load button is on top-left corner. I imagined that it might be better to seperate the in-game buttons from that one and that Save/Load button would appear only when the cursor is there:

457d6cf1bc062185761945.jpg

( alternative link: http://geocities.com/denizsi/aod_android_m02.jpg )

Same as above, except for the information box (which could be a little more narrower in my opinion):

457d6cf1bf5cb771818906.jpg

( alternative link: http://geocities.com/denizsi/aod_android_m03.jpg )
 

Elhoim

Iron Tower Studio
Developer
Joined
Oct 27, 2006
Messages
2,880
Location
San Isidro, Argentina
VD, sorry for being so insistent, but could you send me the textures for the fake bump-map experiment, since now I´m out of the GUI development I would like to try improving the textures.

Thanks again!

BTW, I like MountainWest suggestion of a more ruined look of android´s GUI.
 

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,044
Elhoim said:
VD, sorry for being so insistent, but could you send me the textures for the fake bump-map experiment, since now I´m out of the GUI development I would like to try improving the textures.
Insistence is good. I'm too busy at the moment (a crisis at work), but I'll definitely contact you in a day or two.
 

android

Novice
Joined
Apr 1, 2004
Messages
78
Small update, I darkened the interface and moved the icons and the head around.

aod03bi6.jpg


Vault Dweller said:
@ android: I really like your design. When you have time, can you apply the same design to these two interface screens.
Thanks, I'll do it later today I hope.

MountainWest said:
Only problem I see now is that it's too bright. As of now it all looks preserved by an always glowing desert sun. You seem to have the skill; have you envisioned the same interface in a rainier climate? It would get gloomy and stained.
I'm afraid it would be too much work to add that lichen and stain from rain... I hope that the darker version will ok.

This has been my main inspiration, the statues would be awesome, but again that would be way too much work.

 

android

Novice
Joined
Apr 1, 2004
Messages
78
@denizsi: I really like the slimmed down version with just the stripe at the bottom. However I don't know how happy the AoD artists would be to re-render all the icons ;-)
 

Elhoim

Iron Tower Studio
Developer
Joined
Oct 27, 2006
Messages
2,880
Location
San Isidro, Argentina
Vault Dweller said:
Elhoim said:
VD, sorry for being so insistent, but could you send me the textures for the fake bump-map experiment, since now I´m out of the GUI development I would like to try improving the textures.
Insistence is good. I'm too busy at the moment (a crisis at work), but I'll definitely contact you in a day or two.

Great! Good luck with the crisis! I guess I´ll continue my full BG playthrough (BG, TOSC, BG2, ToB. I got a character in generation with 18/95,18,18,14,12,12. It was incredible, never got so much! A true Baalspawn he is!).
 

Hazelnut

Erudite
Joined
Dec 17, 2002
Messages
1,490
Location
UK
Elhoim said:
since now I´m out of the GUI development

:(

That's a shame, Elhoim, I really liked where you were going - did you see my post with suggestions and a rubbish example. I wish I had the skills with photoshop to make anything but a half assed job of it, but I was kinda hoping that you'd give it another stab. I reckon the HP/AP indicators are still in need of a better idea and the perspective comment re the columns should be taken on board. Still if you've had enough, you've had enough I suppose. You did well regardless. :)
 

Elhoim

Iron Tower Studio
Developer
Joined
Oct 27, 2006
Messages
2,880
Location
San Isidro, Argentina
Oh, I can continue trying, but it will get me nowhere. As I said, 3D has beaten 2D. There is a point where competition is pointless, and I think android is doing a nice job. Besides, I think VD likes his more. Maybe later I will do it as an alternative UI, or perhaps VD can sell it as a $2 DLC. ;)
 

Claw

Erudite
Patron
Joined
Aug 7, 2004
Messages
3,777
Location
The center of my world.
Project: Eternity Divinity: Original Sin 2
Hazelnut said:
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
This one's my favourite, 'cept I still think HP etc. need some colour. Maybe not bright gold, but goldsih. As does the text.

Regarding android's GUI, I find the white head extremely distracting, and I don't really like the turquoise. The text window is too large.

PS: Oh, and a lightning bolt for AP? Come on.

PPS: 3D is overrated.
 

denizsi

Arcane
Joined
Nov 24, 2005
Messages
9,927
Location
bosphorus
I agree that the text window is too wide and I agree with "a lightning bolt for AP? Come on" though I belive it was just a placeholder. Other than these, I liked his design better. Without any offence, I honestly can't stomach the overall "embossed" look of Elhoim's later designs. (edit: I liked his designs on fourth page better, but they were somewhat unfitting for AoD)

And Where is Mantra? I hoped he would try more. His design, while unfitting to AoD, was very nice as well.

All that said, I love my version of Android's design best :P
 

Elhoim

Iron Tower Studio
Developer
Joined
Oct 27, 2006
Messages
2,880
Location
San Isidro, Argentina
For all Old Skoolz fans and denizsi stomach, another one of my embossed UIs! ;)

About mantra, I have a slight suspicion that he took that style another UI, cutting and pasting the parts and made that one, but that he didn´t made it from scratch. I hope I´m wrong and that he surprises us with a post-apoc roman UI! :)

 

Rina

Scholar
Joined
Oct 19, 2005
Messages
151
Elhoim said:
For all Old Skoolz fans and denizsi stomach, another one of my embossed UIs! ;)

About mantra, I have a slight suspicion that he took that style another UI, cutting and pasting the parts and made that one, but that he didn´t made it from scratch. I hope I´m wrong and that he surprises us with a post-apoc roman UI! :)


I think this is the best one so far, but I hate brown. :? :D
 

denizsi

Arcane
Joined
Nov 24, 2005
Messages
9,927
Location
bosphorus
For all Old Skoolz fans and denizsi stomach, another one of my embossed UIs!

I'm an old school fan as well, your designs are "too smooth" for old school : p However note that your last two efforst are much better in that area.

Btw, you can re-check my previous post for a slight edit I made about your designs, probably after you read it.

I agree about Mantra. I thought the same. We probably will find out if he makes another one.
 

fraunclein

Novice
Joined
Jan 25, 2006
Messages
67
Here's a crude quickie made with MSpaint that combines elements from both concepts:



Yeah, it lacks the icons. I tried to paste denizsis right-hand sidebar but the colours/bitmaps were so much different that it didn't fit. One option would be to make them accessible through a pop-up menu a la FO (pressing the 'disk' button)?
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom