Development > Artwork
GUI Design
TrashMan:
Here's mockup 1. This one is farely self-evident.
A lot of space is freed because some of the stuff in the current GUIK is nedlessly large or unnecessary.
Clicking the weapon image could be used for shooting, instead of a crosshair icon.
Next soldier and next visible enemy icon (next to the number of enemies seen by the soldier).
There's also extra space in the soldier status window for all kinds of stuff - physical soldier stats, affliction, specilizations, etc...
The other possible gui would be very similar to UFO: Aftershock of JA2. The whole bottom is taken up by portraits of soldiers with carried weapons. I'll make a mockup of that too.
EDIT:
Normal soldier screen
Was thinking adding solider nicknames as aditional ID.
Really, we should add this. Wonderfull for personalizing your team and easier to ID soldiers when you have "Shadow", "Steroid", "Scope", "Sgt. Slaughter" and such over their heads.
When one of the soldiers is selected
Leaves a lot of room below for more icons and information and stuff. You even have room for a basic inventory (no backpack)
Winter:
--- Quote from: TrashMan on May 31, 2010, 01:44:45 pm ---
--- End quote ---
This is going in the right direction. However, in addition to a new layout, we really want to update the bland green and grey look of the GUI for something slicker and higher-tech to help improve the feel. Blue would be the operative colour. Think there's anything you can do there?
--- Quote ---Clicking the weapon image could be used for shooting, instead of a crosshair icon.
--- End quote ---
I'm thinking single-click on weapon for a shot, double-click to change firemode.
--- Quote ---Next soldier and next visible enemy icon (next to the number of enemies seen by the soldier).
--- End quote ---
Works for me.
I think we can also condense the various pop-up information windows on the right -- perhaps even removing the useless EEG/ECG readout entirely.
--- Quote ---Normal soldier screen
Was thinking adding solider nicknames as aditional ID.
Really, we should add this. Wonderfull for personalizing your team and easier to ID soldiers when you have "Shadow", "Steroid", "Scope", "Sgt. Slaughter" and such over their heads.
--- End quote ---
I don't like this idea. There's no way we could pull off a JA-style interface simply because we can't do that level of personalisation. Our troops don't have individual voice tracks and specifically-written lines to establish their characters, so if anything we just end up with a bunch of cookie-cutter faces staring blankly back at the player. Thinking as a player myself, that would actually decrease my immersion and level of emotional investment in the troops.
Regards,
Winter
TrashMan:
I don't know about you, but I always personalize the s**** out of everything.
Now, we can already change the soldiers name, so I figured adding a nickname field wouldn't be a problem (I guess I could always just name the soldier "Viper" or "Phoenix" or sumtin', but Dennis "The Menace" McAnal sounds so much better.
How to improve personalization? Well, for once, we don't really need the voices. However, the abiltiy to choose a head model for a soldier would be nice (and a few aditional heads)
Second, the profession icon thing - if it just lists all the icons from a specific folder, then players can add simple icons themselves, to further help to personalize. So I can add a small phoenix icon for my Uriel "Phoenix" Baddasovski. That makes it even easier to track soldiers.
Personally, the upper mockup offers more space so I agree we go with it. We can simplyfy it even more by using the same left/right hand method as the lower mockup (one large field devided into two. Big weapons take up both field, small weapons take up one).
Since we have so much free space left, we could add the basic inventory preview (without backup) for hte soldier, and in the space below the health/AP bars we could add a toggle for soldier stats or something.
H-Hour:
--- Quote from: Winter on June 01, 2010, 12:10:04 am ---I'm thinking single-click on weapon for a shot, double-click to change firemode.
--- End quote ---
The game doesn't feature much double-clicking. New users will learn the interface as a single-click interface, so they may never learn that weapons have multiple firing modes.
BTAxis:
Double-clicking to change firemodes sounds like a bad idea to me. If a weapon has more than 2 firemodes (and there are many of those in the game), picking the right one becomes a chore, especially if you accidentally overshoot.
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