Development > Artwork

GUI Design

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geever:

--- Quote from: H-Hour on October 18, 2010, 01:13:32 pm ---You can't trust players to follow a tutorial either. If it were anything other than an absolutely vital function, I wouldn't mind so much. But if the player can not rotate the earth he can't play the game, so this needs to be as clear and present as possible.

--- End quote ---

I think the best will be putting it to a little popup, showing it by default and let players disable it if they want.

-geever

mor2:

--- Quote from: H-Hour on October 18, 2010, 11:33:15 am ---
I agree with origin about it being on the right side, including the scrollbar. I would say the menus should be icons, but we'll need to do some work to make it clearer what the icons represent.

I agree the mouse is much better, but I think it should remain for those users who don't right-click. Otherwise we run the risk of assuming the player has discovered how to rotate when they may not know how. In the future it could be something that could be toggled on/off by the player.
--- End quote ---

with consistency in mind it make sense to put it on the right side, since most of the other menus are on the right and probably most of you got used to it through 2.3 but for me its much more natural to place it on the left, nevertheless you can flip it easily. (just center the  text so it doesnt look weird)

other than that i think accessibility is a little better, mostly as before i grouped frequent used controls around the most used control(time). making the time control bigger, moving the less used globe control (as said before its not as useful as right mouse but still needed from user friendlessness prescriptive plus its looks good  ;) )

other than that i grouped the alerts (allow much more place for additional info without breaking the layout) although i am not sure if such changes are in the scope of the redesign and what about moving the 'message options' button to options?


anyway its just a suggestion, trying different color scheme, location, design, hopefully it will help (i also included the pdn - paint.net file if someone want a hack at it)

bayo:

--- Quote ---I agree the mouse is much better, but I think it should remain for those users who don't right-click. Otherwise we run the risk of assuming the player has discovered how to rotate when they may not know how. In the future it could be something that could be toggled on/off by the player.
--- End quote ---
I think we can work on the globe to use left click to move it. For example Google map do it.


--- Quote from: geever ---I think the best will be putting it to a little popup, showing it by default and let players disable it if they want.
--- End quote ---
I would prefer a button to display it... i mean it is not displayed by default.

mor2:
here is another attempt, this time its the tactical screen  (click to see full size)
,
the second is the same but with menus open.


1. location for additional info (edit: probably soldiers name)
2. Added button to soldiers portrait to allow access to its statistics.
3. H-hour bar, which i really love (hope to see more of it)
4. Weapon control, shows currently equipped weapon and ammo quantity/ type (useful for weapon with multiple ammo types) - i am really not happy with this and will rework it, suggestions will be greatly appreciated.
also as before you click the button (which i forgot to add) to open the inventory.
5. simple to use, click to use(change stance or change RF mode) or right click to reserve, which will light a red light (inspired by H-hour bar)
6. the rest of the menu option will be there.


its wip, mostly a proof of concept, so i'll appreciate any suggestions, questions etc...
dont forget, i hate XYZ, fix this or this doesnt work for me - is also input and is better than none at all (although my skill at editing is very limited especially without access to photoshop)

few questions from the top of my head:
a. How would you feel with one weapon control for both hands?
b. Clicking on equipped weapon to use or do you prefer a special button for this?
c. How is the color theme?
d. do you prefer minimalistic approach, small icons, etc?  how will you feel about down sizing the floor 1-8 bar, even thou its very used?
e. how does this looks on higher res? (here i have a few years old laptop that cant get any further than this)

X. what font is used in ufoAI/ your favorites ??????? i am tried of copy pasting because the fonts i try looks ridicules.
 

p.s. sorry for no background and poor quality screenshots but even as it is i had to retry 3 times to upload them with this crappy wifi.

Kildor:
I like dropdown button below soldier`s head, I don`t like reload button, it is very large, also there is very much space eaten by borders and other nonsence elements

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