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Pretti! Interface-graphics

Claw

Erudite
Patron
Joined
Aug 7, 2004
Messages
3,777
Location
The center of my world.
Project: Eternity Divinity: Original Sin 2
Elhoim said:
Okay, a darker crafting screen:

Crafting Screen RC3:

- Changed background color and texture.
- Added lava.
Not bad. I prefer the brown myself. You should settle for one background, too.

PS: Did you do something with the labels? Added some gilt, maybe? Good.
 

Joff1981

Educated
Joined
Jan 20, 2006
Messages
59
Project: Eternity
@Android

The gold one looks the best although the text on the buttons could do with being made bolder. Also I don't like the way the lines go behind the scenery, it would look better if the lines were entirely unobscured.
 

Elhoim

Iron Tower Studio
Developer
Joined
Oct 27, 2006
Messages
2,880
Location
San Isidro, Argentina
Joff1981 said:
@Android

The gold one looks the best although the text on the buttons could do with being made bolder. Also I don't like the way the lines go behind the scenery, it would look better if the lines were entirely unobscured.

Yeah, I think the middle column should be moved a little to the left, and also the ceiling should be given some support, and it shouldn´t obcure the lines.
 

spacemoose

Erudite
Joined
Jan 22, 2005
Messages
9,632
Location
california
android: I like the turquoise, about the only thing I don't like are the the colored lines on the crafting screen going from the item to the... uh... crafting options. they are not symmetrical you see

Elhoim: at this point you'd have to come up with an entirely new 'unifying theme' to win me over. android had it and mantra had it.
 

old stoneface

Novice
Joined
Dec 14, 2004
Messages
2
Location
Lost in Space
hi,

first I want to echo other people's sentiments and say that i am really impressed by several of the designs you guys have come up with.

however, I think that android's design really is the most complete and the strongest contender.
I really like the details, like the broken pillars and the sand between the icon-emplacements.


btw android, I prefer the old green/turqouise colour over the new ones.
if you could darken it so it comes closer to old patinated copper the colour might be even better.
 

Longshanks

Augur
Joined
Jul 28, 2004
Messages
897
Location
Australia.
New version.
Changed health and AP icons and text.



Really only doing this for fun.
Am a complete amateur.

For me Android's is easily best design.
Crafting screen looks great. Gold colour definitely best, and as others have said, middle column should be removed.
 

Joff1981

Educated
Joined
Jan 20, 2006
Messages
59
Project: Eternity
Just thought I'd mention since people have moved on to character sheets that I much prefer the vertical alignment of the primary/derived stats found in Marsals to the horizontal layout of the original. Having the primary and derived as two separate lists and keeping the respective ordering like in fallout would work as well.
 

golgotha

Liturgist
Joined
Oct 3, 2005
Messages
187
Elhoim said:
Character Screen RC2:

- Changed things around according to golgotha suggestion. More input needed.

MUCH better. :D

EDIT: I still don't like the font.
 

galsiah

Erudite
Joined
Dec 12, 2005
Messages
1,613
Location
Montreal
Android:
I like the new screens - paricularly the way the crafting naturally extends the inteface.

The turquoise doesn't bother me, so long as the color-scheme is consistent (which it is). However, I think all your colors are too in-your-face. I think they'd all look better if they were dimmer.
Perhaps you could try the "Crafting", "Upgrade", "Close" etc. carved into the stone, rather than in color??

I prefer the head much better with its new color - atmospheric, rather than distracting.
EDIT: didn't see that it's gone in recent versions. Not good IMO. It was always good for atmosphere - the color just made it distracting. I'd like to see it back.


Marsal:
I think your latest version blends better (e.g. the icons with the stone), but it looks too cold - the overall color could do with being warmer/dimmer IMO.

I like the frieze backgrounds, so long as they are kept very dark and remain backgrounds rather than distractions. I prefer them to the stone, but the stone can probably be made to blend in more easily (I don't think it does as well as it could at the moment). If you could use dark frieze backgrounds which blend in well, that would be my ideal.
Perhaps having the weapon slots be framed by surrounding stones, and have the freeze background recessed (as though you have a "window" in the stone with the frieze behind it). This way you don't need a particular frame for the frieze, which always looked somewhat out of place IMO.
Just a thought.

I prefer it without the frame around the whole screen.

I think the cracks/shadows in the frame above the icons are too pronounced. If you keep them, I think they should be subtler.

From a functionality point of view, I think clicking on the face ought to do something (character menu / save menu...). You needn't decide this, but I thought I'd mention it so that you don't feel it necessary to add an extra button for something without good reason.

Also, are you sure that all the pictures you're using for backgrounds are free to use in commercial products? (I'm presuming you didn't take/create them yourself??)


Elhoim:
I like the crafting screens (in fact I like everyone's :)). Both the last two colors are better than the brown IMO. I don't have any strong preference, but I'd like either.


claw said:
Uhh.. why the fuck ask me? I'm not the game designer. I have no bloody idea if it needs to be there.
I'm asking what you (and others) want as a player. It's hardly rocket science to consider the implications of a save button. E.g. Fallout didn't have it, PS:T did. Do you recall the former being at all annoying / the latter convenient...?
If you do, that's useful information.

It's pretty obvious that the disk does nothing for the aesthetic of the interface. The only question is whether it's worth including from a convenience perspective. That's not an objective consideration VD can make - it depends on how people play.

Personally I don't find it inconvenient not to have a save(menu) button. It seems that at least OlSheep does. If 50% of people find things more convenient with it there, then it makes sense to keep it. If it's only 2%, then it probably doesn't. That's all I'm saying with this - getting feedback from many people is important (with respect to this issue - I'm not saying the issue itself is important).

All anyone needs to say is "I'd prefer it there" or not. The specific reasons aren't too important. Certainly the decision is VD's, but without any information, he's basing his decision on guesswork (and a knowledge of AoD and his own experience, of course). A little more feedback means a little less guesswork.
 

denizsi

Arcane
Joined
Nov 24, 2005
Messages
9,927
Location
bosphorus
I'd prefer it there, on top corner as an appear-on-mouse-over thingy.

Could the face in Marsal's design be used as combat button? Say, when you click on the face, it looks angrily with some subtle hue from eyes and mouth maybe? I'd really want to have a use for that face.

Android, really you should try a darker ton of turquoise. People may like it that way. I think it breahtes some fresh air into the overall feel of interface.
 

Relien

Scholar
Joined
Nov 24, 2005
Messages
380
Location
Tremere chantry
First of all, excellent work everyone.

@android: Great design, my favourite. I didn't mind the turquoise color, but if you plan to change it, go with the gold version. Also, I agree that the text on the upgrade/close buttons could be bolder to improve readability.

About the disk icon: I think it belongs to the UI whenever the game is played mainly by clicking - strategy games, isometric RPGs etc. However, I've never even thought about it in any game, so I guess I'm fairly indifferent to this issue.
 

ixg

Erudite
Joined
Jan 20, 2006
Messages
2,078
Location
Scary...
Yes, but the problem with using images is that its use in a commercial product might not be permitted, and also that because the interface will be in more than one resolution, it won't scale properly unless it's a high res image.

otoh, you can always make something similar from scratch
 

galsiah

Erudite
Joined
Dec 12, 2005
Messages
1,613
Location
Montreal
denizsi said:
I'd prefer it there, on top corner as an appear-on-mouse-over thingy.
That's a good idea IMO, so long as there's no other common reason to move the mouse up there (e.g. scrolling up and left - presumably not possible, since the screen is centred on the player character, right??).
 

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