Vault Dweller
Commissar, Red Star Studio
- Joined
- Jan 7, 2003
- Messages
- 28,024
It was one of the Codex suggestions.
Can't say I'm crazy about it, but we can try and see what happens.Fryjar said:Edit: Regarding the Character Screen: I'm of the opinion that a character sketch would be a good background since that's after all, what this screen is all about.
So, I modified one of your art pieces a bit and moreover altered the colour intensity. This way, the figure won't distract from the numbers that much:
http://aod.scriptmania.com/mercenary.jpg
Too Victorian?Moreover I'm of the opinion that the Letters of the Screen could be improved.
...
What do you think?
I was (and probably still am) in favour of the change, but I agree that having the responses directly below the NPC dialogue does tie things in nicely at a glance.Paranoid Jack said:The old design is just easier on the eye with less borders in my opinion.
galsiah said:I was (and probably still am) in favour of the change, but I agree that having the responses directly below the NPC dialogue does tie things in nicely at a glance.Paranoid Jack said:The old design is just easier on the eye with less borders in my opinion.
The new version has a more definite separation. Switching between NPC dialogue and your reply would be slightly more cumbersome. However, with some of the long NPC lines and long PC responses, the old setup might get very cramped / require many continues.
I don't see how you'd get the best of both worlds, other than possibly switching the NPC dialogue to the left, and the world view to the right. Perhaps that'll just seem a little silly, since the world view is kind of incidental.
The space under the world view is still less than ideal - some background design might help.
Just to illustrate (not saying I necessarily like it):
Doh! Of course it's better. Thanks.galsiah said:Just to illustrate (not saying I necessarily like it):
It's in the game, but what's wrong with "withered"? I'm not an expert, and my English leaves much to be desired, but I think that withered is a more fitting word:Penny said:I'm sorry if this was mentioned before or if this particular bit of text won't even be in the final game, but in this screenshot it should be "weathered" bones, not "withered."
When we have time. (i.e. I need to go through a shitload of art files, pick something that could be used for the task, reorganize the screenshot section of the website, etc)Fryjar said:Hm Vault Dweller, if you could release some more sketches and art for us to work with, then maybe we could create some more appealing backgrounds than we did before...
It's important. We'd try to pick something that works for all interface screens.Another tought that occurred me: What about consistency?
No clue yet.I mean, during the course of this thread, there were several improvement suggestions regarding the overall style. But some of them were only applicable to one or 2 of the gui screens, but not all of them. So what will be done about that?
We'll do the black background and the faded art background shortly and then post them for discussion.Aside from that, when will you decide about those art matters, or will there even be a poll?
We'd need to find a different marble texture and see if it works everywhere.One more thing about the cracked clay gui that I made for the ingame screen.
As you can see there were already some issues when it came to filling larger spaces since the art of your website with which I worked with, was quite small.
So, I would be curious how it looked on the character or dialogue sheet but I think it's not feasible in an appealing way without bigger pieces...
Vault Dweller said:Edit:
Hmm... not bad at all. Thanks.Fryjar said:I modified the ingame gui a bit:
Before:
http://aod.scriptmania.com/aod3.jpg
and after:
http://aod.scriptmania.com/aod4.jpg
Are the pictures displayed?
From here BTW. hehe Must be the screenshot that gal did... and there was me thinking that words were more important than graphix!Hazelnut said:Vault Dweller said:Just need more space for longer speeches, to fit them in.mathboy said:You said it would be different with longer speeches, in what way?
We've had something like that, but it didn't work very well for shorter conversations. It seemed unclear what you are replying to. It worked better without that picture, but a lot of people seemed to like it, so we'll have to figure something out. Or replace longer speeches with "bla-bla-bla... you are the chosen one...bla-bla-bla". That would definitely work.I'd suggest moving the line between NPC and PC speech down so it extends the bottom border of the picture and let the PC have his speech options in the big empty space below the picture all the way to the right border of the screen. And have the NPC speech where almost all is now.
Regarding using the full width for the options, so you can get one option on each line, why not try putting the picture on the right rather than the left so that the speech txt and the options are left justified. And if that's not enough, try moving the speech txt down so the start line changes depending on the speech length rather than the end line.
Gotta keep the picture IMO.
Oh, and if you dare to cut down the long speeches to "bla-bla-bla... you are the chosen one...bla-bla-bla", I'll..., I'll..., well, I'll sulk!!