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Pretti! Interface-graphics

DarkSign

Erudite
Joined
Jul 24, 2004
Messages
3,910
Location
Shepardizing caselaw with the F5 button.
Great to see this is getting the much needed improvement!

This is the best one and I dont think it looks Egyptian:
http://img132.imageshack.us/img132/3567/aodinterfaceke7.jpg

This looks the most Roman and looks like the one you're going with if Im following this thread.
http://img214.imageshack.us/img214/4760/untitled2vu1.jpg
It's a good solid choice.

Dont go for anything that's not one of those two choices, imho.
 

Elhoim

Iron Tower Studio
Developer
Joined
Oct 27, 2006
Messages
2,880
Location
San Isidro, Argentina
Also, I presonally like the original Disc icon better. I know it's a bloody game, don't try to hide it.

Yeah, me too. It was just a experiment ;)

What about the world map? It would be nice to have a small version of AoD worldmap tough...
 

Hazelnut

Erudite
Joined
Dec 17, 2002
Messages
1,490
Location
UK
serch said:
Elhoim: What if the hands slots, instead of being depressed, would stand out? Like a button you can press to execute the action?

He tried that, people moaned (including me) - they look better recessed. Look back at the thread to see.

And I concur with Claw's comments BTW.
 

Twinfalls

Erudite
Joined
Jan 4, 2005
Messages
3,903
I actually liked the little person icons under the HP and AP numbers.

Overall I though I agree with Darksign, those would by my two picks for final contenders.
 

Monolith

Prophet
Joined
Mar 7, 2006
Messages
1,298
Location
München
Let's add some drama to all of this...

@Elhoim: I really dislike the blurred weapon slots. Plus I preferred both the weapon slots and HP/AP-indicators the way they where here:
untitled2sx9.jpg


It really loses it's stony look with being depressed.

If I had to vote now, I'd vote like this:
1. Marsal (both colours...here I can't decide)
2. Android
3. Elhoim (but not that blurred stuff you recently made...and don't listen to Claw)
 

Hazelnut

Erudite
Joined
Dec 17, 2002
Messages
1,490
Location
UK
At the risk of sounding picky and difficult to please Elhoim, I think the recessed version you just did is too much - it looks about twice as recessed as the old one here. To the point that I agree with Monolith that it looked better un-recessed. He also has a point about the textures in the recessed areas becoming blurry, or less stone like.

untitled2tv5smip9.jpg
 

Marsal

Arcane
Joined
Oct 2, 2006
Messages
1,304
This is what I had before *hiciacit* gave me an idea. What a mess :)



I complicate too much. Is this better:
(attack icon is gone. It said a lie and The Mouth ate it. It is now responsible for initiating combat ;))


Do I get rid of the black line around icons and items?

EDIT: added some texture to the item slots:

 

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,044
denizsi said:
VD, how exactly does alchemy and crafting work? Do you find a use for them during gameplay as you would for combat / sneak / search / steal / trap / lockpick ? Or is it more like accessing the inventory, less dependant on specific gameplay situations and timing perhaps? I'm asking because I wonder if there would be any considerable loss of practicality by removing alchemy and crafting icons from the interface, and add them somewhere into the inventory interface.
Every function that has an icon can be performed whenever the player wishes. For example, you explore some ruins and find a crafting scroll or a reagent. You can access the crafting or the alchemy menu immediately, and if you have the required skills, you can create or upgrade something.

Elhoim said:
Now, a simplified version:
It finally looks like marble!

Hazelnut said:
At the risk of sounding picky and difficult to please ...
It's the Codex. Most people here are picky and difficult to please.

I think that the best interfaces are:
http://img292.imageshack.us/img292/6913/aod04re8.jpg
http://img297.imageshack.us/img297/3184 ... armpw5.jpg
http://img329.imageshack.us/img329/7756 ... ed2sx9.jpg

Marsal, your original interface was da bomb. All attempts to improve it have failed, because you can't improve what's already perfect.

Now, if you guys can take a shot at other interfaces, so that we can see how this style works full-screen (take anything - char system, trading, crafting, dialogue), that would be great.
 

Whipporowill

Erudite
Joined
May 18, 2003
Messages
2,961
Location
59°19'03"N 018°02'15"E
Sorry, I don't fancy Marsal's UI - looks too cluttered. I'd say go with mantras, RP's or any of androids suggestions. Elhoim's look good, but the marble texture doesn't do it for me at all.
 

Vault Dweller

Commissar, Red Star Studio
Developer
Joined
Jan 7, 2003
Messages
28,044
@ Whippo:

It does look cluttered at first, but overall the style, the stones of different shapes and sizes, the lion head, even the big-ass HP/AP indicators work very well together and create a dark, gritty, primal interface.

@ Elhoim: Looks pretty good, especially the banners.
 

Castanova

Prophet
Joined
Jan 11, 2006
Messages
2,949
Location
The White Visitation
I really like Marsal's interface by itself but I don't think it goes with the game.. the interface graphics look too "real" while the game is not exactly the paragon of realistic graphics. There's a significant disconnect between the interface and the gameworld.

Elhoim's latest versions shows promise but I think it's at that 90% point where the last 10% is the hardest. The icons blend in too much with the background marble. Also, in the same vein, I think the outline of the weapon slot and HP/AP numbers looks like a random scribbly line, not like something that was carved out of marble.

It's almost there, though. And no point in refining too much until you get the true "go ahead" from VD.
 

John Yossarian

Magister
Joined
May 8, 2006
Messages
1,000
Location
Pianosa
Elhoim, I love the buttons in the crafting screen, but I'm not convinced with the background color. Looks like mud imo.
 

Hazelnut

Erudite
Joined
Dec 17, 2002
Messages
1,490
Location
UK
I suggest using the same hint of yellow/gold that you're using on the HP/AP text on the capitalised heading and button words on that last screenshot Elhoim.

Also I think the main panel with the icons might look better in it's inactive state if there were still a non greyed active line under it like on the bottom left text window. Might look worse though.. just an idea. Also the left hand side of the greying is too square and overlaps where it shouldn't, but I guess you did this quickly for RC1 and will be fixing that up later.
 

Claw

Erudite
Patron
Joined
Aug 7, 2004
Messages
3,777
Location
The center of my world.
Project: Eternity Divinity: Original Sin 2
Vault Dweller said:
@ Whippo:

It does look cluttered at first, but overall the style, the stones of different shapes and sizes, the lion head, even the big-ass HP/AP indicators work very well together and create a dark, gritty, primal interface.
Yeah, maybe a little too primal even.

icon14.gif
to Elhoim's "RC1"


PS: Damn, I can't even look away for a few minutes without missing something.
 

galsiah

Erudite
Joined
Dec 12, 2005
Messages
1,613
Location
Montreal
Claw said:
Also, I presonally like the original Disc icon better. I know it's a bloody game, don't try to hide it.
Sure - but why not just remove it?
Yes, we all know it's a game. However, there's much talk of roman themes and egyptian themes - sticking a computer disk in there doesn't help.

Since IMO it adds nothing, offends some people (at least myself and denizsi), and takes up potentially useful space, why keep it?

Not a totally rhetorical question: if there's a good reason, say so.
I don't see it at present.



Elhoim:
With regard to your HP/AP symbols, there really is very little reason to make them readable. They need to look good - not be readable. The number gives the player the information he requires - that is what needs legibility. After the first few minutes of the game, no player cares about legibility of the HP/AP symbols.

All that matters is that they contribute to the overall look of the interface. If legibility helps in that regard, go for it. If it doesn't, don't.
There's no need even to use "HP" and "AP" at all - any symbol that is somewhat clear will do - you could just use those little guys, and lose the letters. The important thing is that the player gets an initial idea what the symbols represent - you can easily achieve this by using those symbols on the character creation screen (with tooltips or equivalent at that point). Once you've done this, the player knows what they mean. Clarity / legibility are non-issues in themselves - only aesthetics matters.

Feel free to use whatever symbols you want - including HP/AP (though I liked the little guys personally). Legibility simply isn't an issue in itself though. (clearly this doesn't apply to the numbers - legibility is extremely important there)
 

Marsal

Arcane
Joined
Oct 2, 2006
Messages
1,304
The Mouth shows/hides the icon bar. Inventory is opened via INV button. Clicking on a weapon slot triggers combat. I'll try to make dialog screen next. Thx for the input.



 

Elhoim

Iron Tower Studio
Developer
Joined
Oct 27, 2006
Messages
2,880
Location
San Isidro, Argentina
I think the columns look better without the odd vertical line (just a thought)...

I´m sorry, but I can´t see that line... Unless you meant horizontal...
 

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