We’re hoping to get an early version of character creation in when we start beta testing the game soon, and we got to mocking up a wireframe with some random art to start getting ideas:
It’s similar to the layout of the character sheet, as familiarity between UX is always a good idea. However with a single panel like this, tabs are needed to go through all the options you have building your character: appearance, birth kit, age, on-file, and advantage/disadvantages, as well as all their info or pictures to go with them. Tabs are efficient, but are about as fun as a fax machine to think about using.
You create your character pretty much immediately. The Dungeon Master tells you that you’ve been picked up for some trivial crime to be shipped off, and it opens with your character silhouetted in a restraint-bag hanging from a ceiling-conveyer belt network, bobbing through some rooms until halting in a comfortable looking office where an emigration officer hails you and starts taking your information for deportation.
What we thought would be a bit more interactive with this was transitioning to an overhead shot of the ‘desk’ between the two of you and using modular panels you can drag around to represent the different pieces of paper on a desk in front of you. These would stack and overlap, and you could arrange it anyway you want.
We previously had this system setup with character inventory bags at one point, and can repurpose it for this for testing. We really like the idea of making it seem more physical — like creating a p&p character, minus having a pen to doodle around the edges, which, maybe we should also add in that case [Hannah edit: no]. Thematically for the feels of the game — this is a dystopian, cyberpunk world that is analog, a future without internet or touchscreens. Being able to include that into interfaces where we can is an idea we like, and character creation would allow us to start off on the right foot.
We’ll hopefully get something like that running mid-month and show it off! Should be fun.
http://whalenoughtstudios.com/community/forums/topic/copper-dreams-character-creation-mockup/
We’ll hopefully get something like that running mid-month and show it off!
Maybe those are all theoretical flaws in a graphic design class on good contemporary videogame graphix & UI, but nothing in the actual picture presented is even slightly hard to read or ambiguous. Like, at all. It's clean and simple, no bs. Maybe worst problem is all the numbers will scare away casuals, but I see that as a positive.From colors, font, affordances, even frikkin text alignment, this game seems to strive to be as unusable, overwhelming and incomprehensive as possible.
This will be a text case for the decades to come in how NOT to design a visual interface.
I can point out several mistakes in each of the screenshots and I'm an amateur who just read a few books:
- Low contrast everywhere, in text as well as in line graphs
- All caps text is harder to read
- Font with chaotic letters - different baseline and skew for each letter
- Hard to read at a small size
- Missing max skill values
- Data shown before labels in the status pane
- Unclear buttons (dark gray vs light gray plus sign, what?)
- Information of unclear value - turn distance
- Information better presented on a paper doll (can use limbs)
- Centered Virtue names make scanning harder
I'm not even talking about the graphics, where each square shows five things at once, not prioritizing them, again, low contrast everywhere, everything blurs together...
I also have my reservations about the useless innovation and confusing naming in "Virtues" and "Aptitudes" (aka Attributes and Skills - a long used terminology): Vigor vs Stamina, Cunning vs Grace? Why? What for?
What is "Stock", what is "Chained", what is "Sub"? How do attributes influence skills?
[Why] [is] [everything] [in] [square] [brackets] [?]
This is all one graphical mess.
A game where form trumps function, and the form is ugly.
I am talking about all three screenshots shown this week:Also, the only words in square brackets are tokens of the word "able" next to "walking", "crouching", "crawling", etc. You seriously can't understand why it might say that there?
It is not clean and simple, at all.Maybe those are all theoretical flaws in a graphic design class on good contemporary videogame graphix & UI, but nothing in the actual picture presented is even slightly hard to read or ambiguous. Like, at all. It's clean and simple, no bs. Maybe worst problem is all the numbers will scare away casuals, but I see that as a positive.
That's the point you mongo.People will tear it apart and it's only in alpha, not even beta yet.
That's the point you mongo.
I'm still right.That's the point you mongo.
Mongo? You're like a comedian way past his prime trying to get a cheap laugh. Your act is old. Sad.