Development > Artwork
GUI Design
mor2:
well, here is my latest progress, noting big but many little touches.
i am going to stick with lower panel, the left/right arm will be toggleable exactly like in the a.hud
the soldier selection bar will show 8 soldiers at a time with buttons to show next 8 (hopefully in the far future it can be expanded to teams like it was in XCOM APOC)
Kildor:
It is not a good HUD design. It is very unintuitive, small and is not fitted to translation needs. Also, if I understand this mockup right, is row above soldiers used for level-switch? This is not a good idea, current version is better and more logical.
mor2:
i would say its small, at least i dont think it buttons are smaller than the a.hud version, for example to shoot you click the weapon icon, so while the total surface area is smaller(so you i can see more) the buttons/function area is bigger.
there are few problems like the weapon button switch but its small in the a.hud as well, still i already made it bigger and probably will make additional adjustments in the future.
"is not fitted to translation needs" - agreed, i'll try to refrain from using it but at the moment i am still keeping it to make it self explanatory what everything does (since an image doesnt have an tooltip)
as for the floor selector i just placed him there to fit it in, here it is a screen from the other thread with it in the traditional position i also made an a.hud like suggestion, what direction you prefer?
in either case it doesnt intended to replace the default version but server as another hud version a mod if you like, here is the idea i had for the default layout with minimal change.
and most importantly can you please be more specific regarding what make it feel unintuitive an illogical to you, thanks.
H-Hour:
I like the background for the soldier selection panel, but is it possible to have an image as the background (or a transparent background) for a rendered model node?
Origin:
I think the main problem with that suggestion is the frames, the draw way too much attention, with the shiny crome and details that draw the eye.
Another thing im not a big fan of is the small dots on portraits and buttons. I guess they are meant to indicate if a character or ability is active, but I think there are better ways of achieving that. The dots are just too small and abstract. (I realise that illustrating how a UI works with just a static image is a challenge so i might be wrong here.)
On the positive side of things, the layout is greatly simplified, and instead of having elements spread all over the screen, its nicely organised in a bottom bar, wich I personally think is the way to go,
Please dont take offence at criticism, as none is intended. I dont think anyone has a complete image of what we need/want/is doable right now.
I dont know if any of you have ever played the Silent Storm series, so im gonna post a pic. I think there is some inspiration to draw from there
The tab system for soldier selection is slick, and makes it easy to track the status of soldiers at a glance.
All actions are gathered on the right side of the screen, and should be familiar to anyone who has ever played an rts.
Simple level select with a vertical layout that makes sense, and doesnt take up alot of space.
Color coded buttons that indicate what type of action the button represents at a glance. (in this case red=offensive blue=movement black=modechange & misc)
Buff/debuff window to the right of portrait, enables user to quickly see any effects applied to the currently selected character (such as stat changes due to injury, or status changes such as stunned or panicking)
Clickable spotted enemy indicator, allows user to quckly center on a spotted enemy.
Fairly anonymous frame, with little to no "bling".
Not saying that its perfect (or doable :P), but i think that we should look into most of those things.
--- Quote from: H-Hour on October 30, 2010, 12:19:57 am ---I like the background for the soldier selection panel, but is it possible to have an image as the background (or a transparent background) for a rendered model node?
--- End quote ---
Yes, I tried this with just replacing the existing frames.
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