Development > Artwork

GUI Design

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Kildor:
I really like SS`s feature «Showing which turn is now». And hope there will be some like this in ufoai. Also, I want to have normal combat-log, may be with turn indication. May be one day I`ll try to do something with it.

mor2:

--- Quote from: Origin on October 30, 2010, 12:44:05 am ---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.
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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.
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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.)
--- End quote ---

1. its the other way, i love it. especially the attention to details.
2. i noticed its bright and doesnt fit the mood well but its easily adjustable and will be done at the end after i see how it fits with the rest of the graphics (for example here 2sec frame adjustment).
about the details, you mean the pure graphical ones or the additional info causing information overload?
3. i have tried to get feedback on that bar for ages, the bar dots are actually h-hour idea from p.8, they suppose to be small and un intrusive and their whole purpose is to bring attention to soldiers who has yet to be moved. (with 16 soldiers i assume its will be a pro)
the other dots on the stance/RF are an indication if the action was reserved to avoid this tiny button, i just combined the two buttons together (L.click use, R.click reserve)




--- Quote ---The tab system for soldier selection is slick, and makes it easy to track the status of soldiers at a glance.
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Simple level select with a vertical layout that makes sense, and doesnt take up alot of space.
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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)
--- End quote ---
1. agreed, i to want a normal sat's bar instead of that 3px line i manged so far but its my understanding that people wanted portraits and the 3 stats in their selection bar.
and portraits do take a lot of space...
i was toying with idea of simplified and advanced view toggleable by a button/key(ctrl?) but i am getting over my self here, in either case i am not looking for the plain default hud look but i am exploring ways to present additional information better. nice big buttons are nice for "streamlined design" but i am not going to cut down on information. in hopes the game will continue in the path of tactical shooter instead of point and click.
what i do like about the interface as whole it's simplistic big design, i may not have choosen this path but if required more space to make it more easy on the eye, i'll make it bigger (vertically).

2. i like a.hud style better but its simply a matter of if i have h.spaces on the bottom, otherwise i prefer a side option without a background.
3. well we dont need most of that, we use the mouse to do it, for example the 'move' button is pointless, even the default hud doesnt include those. as for the nicely colored icons for the buttons, its would be a blast, if only we had someone who can do it   ;)



--- Quote ---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)
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Clickable spotted enemy indicator, allows user to quckly center on a spotted enemy.
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Fairly anonymous frame, with little to no "bling".
--- End quote ---
1. this is not something we can do, this why we have the big stats bar.
2. we already has an button for it on both huds.
3. its only a bling if it doesnt serve any purpose and i do like the hitec'y style in my opinion it fits better with 2070 advance.

Bartleby:
many people like me today use widescreens. thats why i like interfaces that also use the left and right side of the screen.

mor2, i dont like the dots very much. i liked ure version with the active soldier having a normal border more.

mor2:
the active soldier does use normal border to distinguish him from the rest, the dots has nothing todo with the active soldier, they mark the soldier who are yet to move... (maybe i'll move it or play with stats colors)

the dots over the RF/stance will be replaced with something more informative since there are more than 2 reservation options and the weapon will have a better indication.

i already has most of it working, now i am working on the code and then moving to the little things.

mor2:
ok i am done with playing with the code and now that i implemented it, i know that i can do it not only talk about it  ;D
now i am back for the design board.

looking at this older mockup i think the active soldier portrait should be moved to the lowe panel as well, the stats panel should be butchered and inc operated or add to it the status panel.

any other suggestions and everything goes, yes even changing to plainer simpler background (for the background some kind of illustration that fit the current color scheme will be greatly appreciated)



--- Quote from: Origin on October 30, 2010, 12:44:05 am ---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 the
Not saying that its perfect (or doable :P), but i think that we should look into most of those things.
--- End quote ---
something like this perhaps  ;D



--- Quote from: Bartleby on October 30, 2010, 06:49:21 pm ---many people like me today use widescreens. thats why i like interfaces that also use the left and right side of the screen.
--- End quote ---
any suggestion that i can look into?

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