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Game News Colony Ship Update #39: User Interface Improvements

Surf Solar

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Looks awesome, eerie and proper 'alien'!
 

Vault Dweller

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No, but I don't want to neglect our Steam page ether. I won't post monthly updates there but screens and in-game art every 3-4 months.
 

Infinitron

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Codex Year of the Donut Serpent in the Staglands Dead State Divinity: Original Sin Project: Eternity Torment: Tides of Numenera Wasteland 2 Shadorwun: Hong Kong Divinity: Original Sin 2 A Beautifully Desolate Campaign Pillars of Eternity 2: Deadfire Pathfinder: Kingmaker Pathfinder: Wrath I'm very into cock and ball torture I helped put crap in Monomyth
No, but I don't want to neglect our Steam page ether. I won't post monthly updates there but screens and in-game art every 3-4 months.

So I take it these will basically be recaps of the monthly updates (plus maybe a few occasional extras) for the Steam audience?
 
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Vault Dweller

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For now (until we release a full demo, at least). Not newsworthy if that's what you're asking.
 

Vault Dweller

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2RtGRvx.png

The new character screen.
 

The_Mask

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Strap Yourselves In Codex Year of the Donut Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I helped put crap in Monomyth
I am noticing that melee weapons come in two categories: bladed and blunt.

This is very important: are we to understand there will be unarmed combat available to us as an option?
 

Goral

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2RtGRvx.png

The new character screen.
I can't pinpoint it but AoD character screen is much more clear/readable to me. Not sure if it's because of the colours or better contrast or font, or maybe because there are no green rectangles which blend/merge into one another but somehow there was better separation between each label.

858B2682D7236498FC447183D0D425C5028CCC55
 

Lady_Error

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Yeah, there needs to be a separator between the columns. When you first see the screen, it isn't clear whether the first two columns are connected, etc.
 

Vault Dweller

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I am noticing that melee weapons come in two categories: bladed and blunt.

This is very important: are we to understand there will be unarmed combat available to us as an option?
Not anymore (we had to cut it once it became clear that animations became our biggest problem and reason for delays).

I can't pinpoint it but AoD character screen is much more clear/readable to me.
In Colony Ship we show more and explain more. For example, in AoD you see the value of Critical Strike but you don't know what it means. In CS we show the % and the modifier, so when you acquire different feats you see how they affect the derived stats. As a result the screen is very busy and adding frames (or separators) around different sections might make it even busier.
 
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2RtGRvx.png

The new character screen.
I can't pinpoint it but AoD character screen is much more clear/readable to me. Not sure if it's because of the colours or better contrast or font, or maybe because there are no green rectangles which blend/merge into one another but somehow there was better separation between each label.

858B2682D7236498FC447183D0D425C5028CCC55

I think it's the way space is being used. Colony separates everything into columns, which feels unnatural and creates unnecessary empty spaces. Also i believe you are right about colours and contrast. The problem with UI is also that although minimalism fits the sci-fi theme, minimalism nowadays is so overused in UI design that it makes screen look non distinct.


In Colony Ship we show more and explain more. For example, in AoD you see the value of Critical Strike but you don't know what it means. In CS we show the % and the modifier, so when you acquire different feats you see how they affect the derived stats. As a result the screen is very busy and adding frames (or separators) around different sections might make it even busier.

Can't you just use a hover over tooltip?
 

Deleted Member 22431

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As a result the screen is very busy and adding frames (or separators) around different sections might make it even busier.
I think it is a given that a cRPG of this kind will be filled to the brim with information. It's the nature of the beast. Therefore, additional separators are expected and natural. Trying to shy away from complexity in the character system is a pointless endeavor. What is the point of having elegance if things look confusing? Clarity trumps elegance. Separators are needed.
 

Vault Dweller

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I think it's the way space is being used. Colony separates everything into columns, which feels unnatural and creates unnecessary empty spaces. Also i believe you are right about colours and contrast. The problem with UI is also that although minimalism fits the sci-fi theme, minimalism nowadays is so overused in UI design that it makes screen look non distinct.
I agree in general (this screen is wip and Oscar is already making changes - he moved THC bonuses to skills and addd implants under feats) but right now the focus is not on prettying it up but on displaying info. Still, if anyone has specific suggestions, they're welcome to post them here.

Can't you just use a hover over tooltip?
We can but we'd rather show you the full picture at glance rather than tell you to gather bits and pieces via tooltips.

Edit: Jedi Master Radek - nothing edgy about it; we want to give the player as much info as possible without hiding it under labels and inviting you to hover over to see what's under. Aesthetics are important but they shouldn't determine what info to show and what info to hide to keep the rest looking pretty.

We got a lot of minor complaints and questions over mechanics or connections that weren't immediately obvious. Many of these minor complaints led to bigger assumptions and rage-quitting. So we have two options: simplify the character and combat systems or explain them in details and make it easier to understand how things work and the connections between different aspects.
 
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Still, if anyone has specific suggestions, they're welcome to post them here.

Every UI element is a hue of green, which makes the UI less unreadeable. Even white letters, aren't really white, but light green, which makes everything look blurry. Even my shitty gimp work that deformed most of the letters is more readable than the original colour.

2RtGRvx.png
 

Vault Dweller

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I'm not an artist and I'm not working on the interface. Mazin did the original design and then Oscar took over. If he decides that white font is better I won't argue, but if you ask me, light green is easier on the eyes.

PS.

First iteration:

7NyX9LH.jpg


Second iteration:

TqpEoei.jpg


Third iteration:

2RtGRvx.png
 

Goral

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IMO first iteration is the best (font and contrast are way better) and third the worst, so probably exactly the opposite than what you guys think :D.
 

Vault Dweller

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IMO first iteration is the best (font and contrast are way better) and third the worst, so probably exactly the opposite than what you guys think :D.
It's not that simple. First, yes, the first iteration left column looked very nice, probably the best out of the three. Second, I'm not sure why Mazin changed the color scheme, but when it comes to art, I trust Mazin's opinion a lot more than I trust my own. Similarly, I trust Oscar's opinion even when we disagree on things. Third, things like color schemes and gui design are extremely subjective, so it's hard (but most importantly time-consuming) to find the idea version that would please everyone (or at least most people).

Either way, it's still wip and so far the most important thing is displaying all the data in the best way possible. The pure art pass will come last.
 

Deleted Member 22431

Guest
IMO first iteration is the best (font and contrast are way better) and third the worst, so probably exactly the opposite than what you guys think :D.
I agree, but the third iteration is the most didactic. The color and the font of the first character screen are still better thou.
 

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