Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Pretti! Interface-graphics

The Idiot

Novice
Joined
Dec 3, 2006
Messages
58
Elhoim said:
Claw said:
Well, he actually started out that way. Now with the larger indicators, there might be space issues.
Of course, if he went back to the "images behind numbers" concept, it could be done.

PS:

Oh, I just realized I never looked at the newest update properly. I think it'd be better to use a single wall texture. Elhoim, couldn't you just span the background over the whole interface and then cut a number of stones out to make space for the text?

Done that.

About the HP/AP, anything can be changed really quick, if someone gives me a good idea (VD?).

PS: I think I´m ready for the job market. I need directions! ;)
Hell, why switch then? All combat related buttons were within one glance, now your eyes would have to bounce around the interface when in combat mode. I'm over-emphasizing, but I think you can see my point.

edit- god, that the fastest growing thread on codex
 

Fresh

Erudite
Joined
Dec 2, 2004
Messages
1,057
Location
Vault boy's secret hideout
serch said:
Something like...?

Esculapio---> HP
Mercurio----->AP

googling

Kind of...
150px-Star_of_life.svg.png
 

Elhoim

Iron Tower Studio
Developer
Joined
Oct 27, 2006
Messages
2,880
Location
San Isidro, Argentina
Hell, why switch then? All combat related buttons were within one glance, now your eyes would have to bounce around the interface when in combat mode. I'm over-emphasizing, but I think you can see my point.

Yeah, I agree. I had them all on the left, long ago... Let´s see what the codexers think.
 

Hazelnut

Erudite
Joined
Dec 17, 2002
Messages
1,490
Location
UK
I can't keep up with the versions you're pumping out Elhoim, there's going to be multiple entries from you on the final shortlist at this rate, so I'm not sure I can give much in the way of helpful comments.. I'll try anyway.

I don't like the wood/stone mix in http://img334.imageshack.us/img334/7459 ... xweny3.jpg, I think if wooden framing textures are used they should all be wood. I like the horizontal wooden piece in http://img178.imageshack.us/img178/7513 ... xweqv5.jpg - very nice. Not so keen on the horizonal supports, but maybe with work they can look more than tacked on.

The bricks and wood might be giving a more 'roman' theme over stone & columns in http://img384.imageshack.us/img384/281/mainguicp0.jpg but I did like that one.

I'm wondering if it would be easier to keep track of the development if Android and Elhoim had separate threads for development of their respective UI's, especially since the rate of change is quite different. Maybe the first post could sum up all the different designs or something.. just a suggestion, VD - what's your take, is your head spinning too?
 

Elhoim

Iron Tower Studio
Developer
Joined
Oct 27, 2006
Messages
2,880
Location
San Isidro, Argentina
I can't keep up with the versions you're pumping out Elhoim, there's going to be multiple entries from you on the final shortlist at this rate, so I'm not sure I can give much in the way of helpful comments.. I'll try anyway.

I´m sorry... :(

These lastest entries are just based on VDs suggestions, so that´s why there are a lot of them. They may be considered WIPs or alternative versions.
 

sabishii

Arbiter
Joined
Aug 18, 2005
Messages
1,325
Location
Gatornation
How's about the vertical wooden posts moved behind the top horizontal one? For both the wooden and stone horizontal piece.
 

galsiah

Erudite
Joined
Dec 12, 2005
Messages
1,613
Location
Montreal
Elhoim said:
Yeah, I agree. I had them all on the left, long ago... Let´s see what the codexers think.
I agree it'd be nice to have all the combat related stuff on one side, but perhaps it looks better with the symmetry. Glad to know you're considering the issue.

Great to see the little guys back to replace the HP/AP. Great stuff - they work better than previously with those "frames" too. Nice work.
 

Claw

Erudite
Patron
Joined
Aug 7, 2004
Messages
3,777
Location
The center of my world.
Project: Eternity Divinity: Original Sin 2
How about a hand for AP? Because it's action points.

Or

Caduceus_large.jpg



PS:

I don't like the "little guys" at all. If I didn't know it was HP/AP anyway, I'd have no idea what they are supposed to mean.

PPS:

Allright, so I'd guess. It's a bloody RPG GUI and I'm not that daft. But seriously, what's the point when I have to guess?
 

Fresh

Erudite
Joined
Dec 2, 2004
Messages
1,057
Location
Vault boy's secret hideout
Check it out...

How about grouping the HP and AP together and put them on a stoneblock similar to the weapon slots (ignore the relief-effect on the little guys):



Or group them and put someother frame around them.
 

galsiah

Erudite
Joined
Dec 12, 2005
Messages
1,613
Location
Montreal
Claw said:
I don't like the "little guys" at all. If I didn't know it was HP/AP anyway, I'd have no idea what they are supposed to mean.
You don't need to work it out - they can be introduced on the character creation screen with a tooltip. You don't need to deduce what they mean each time you see them - you just need to know (and you will).

If you also don't like what they look like, then fine - that's important. Also, if you really look at them and think "that just doesn't fit" (with regard to their meaning), that's important too - since you'd be somewhat distracted by that consideration as a player.

Do you really think they don't fit? I think the action one is pretty fitting, though perhaps the health one is less so.

EDIT: !HyPeRbOy! - I'm not against doing that from a functionality viewpoint, but I don't like how that looks as you have it there.
 

Elhoim

Iron Tower Studio
Developer
Joined
Oct 27, 2006
Messages
2,880
Location
San Isidro, Argentina
callehe said:
i don't think the snake on a stave is a good idea, it has biblical connotations, doesn't fit the setting

That doesn´t have biblical connotations, it´s the symbol of medice, and of The Oath of Hippocrates (greek guy, so it kinda has to do with the setting ;)). The medics must take that oath.

Here it is. It talks about ancient gods and everything! ;)

I SWEAR by Apollo the physician, and Aesculapius, and Health, and All-heal, and all the gods and goddesses, that, according to my ability and judgment, I will keep this Oath and this stipulation to reckon him who taught me this Art equally dear to me as my parents, to share my substance with him, and relieve his necessities if required; to look upon his offspring in the same footing as my own brothers, and to teach them this art, if they shall wish to learn it, without fee or stipulation; and that by precept, lecture, and every other mode of instruction, I will impart a knowledge of the Art to my own sons, and those of my teachers, and to disciples bound by a stipulation and oath according to the law of medicine, but to none others.

I will follow that system of regimen which, according to my ability and judgment, I consider for the benefit of my patients, and abstain from whatever is deleterious and mischievous. I will give no deadly medicine to any one if asked, nor suggest any such counsel; and in like manner I will not give to a woman a pessary to produce abortion. With purity and with holiness I will pass my life and practice my Art. I will not cut persons laboring under the stone, but will leave this to be done by men who are practitioners of this work. Into whatever houses I enter, I will go into them for the benefit of the sick, and will abstain from every voluntary act of mischief and corruption; and, further from the seduction of females or males, of freemen and slaves. Whatever, in connection with my professional practice or not, in connection with it, I see or hear, in the life of men, which ought not to be spoken of abroad, I will not divulge, as reckoning that all such should be kept secret. While I continue to keep this Oath unviolated, may it be granted to me to enjoy life and the practice of the art, respected by all men, in all times! But should I trespass and violate this Oath, may the reverse be my lot!

To wrap up, it has nothing to do with the bible, and all to do with the setting.
 

Claw

Erudite
Patron
Joined
Aug 7, 2004
Messages
3,777
Location
The center of my world.
Project: Eternity Divinity: Original Sin 2
galsiah said:
You don't need to work it out - they can be introduced on the character creation screen with a tooltip. You don't need to deduce what they mean each time you see them - you just need to know (and you will).
Or read the manual. So let's forget about any form of label. Just put the numbers there, I know what they mean anyway. Genius!
Seriously, arguing that the symbols don't have to be recognizeable because I can just be told what they mean is either avantgarde or crazy or both.


Do you really think they don't fit? I think the action one is pretty fitting, though perhaps the health one is less so.
On his first attempt, with the numbers in front of them, it took me rather long to figure out what the heck the thing behind the action points was.
I don't like the style of the AP figure. The other is more fitting - actually it fit even better with the pre-brick GUI - but just means nothing to me.
 

galsiah

Erudite
Joined
Dec 12, 2005
Messages
1,613
Location
Montreal
Claw said:
So let's forget about any form of label. Just put the numbers there, I know what they mean anyway. Genius!
Indeed - that would be silly.
It'd almost be like requiring someone to remember that a big red bar at the top of the screen was a health bar, or that a big blue bar was a mana bar - all without labels. Such a feat of memory is beyond possibility.
How did you play Fallout by the way? Clearly you had no idea how to check your action points at any time.

Seriously, are you joking?? The player will not even read or notice the symbols after a minute or so. He'll just look at the numbers and know what they mean from association. It's not a spreadsheet without labels. It's two numbers.
Introducing the symbols with an explanation is all that's necessary. After that the only requirement is that the player isn't suffering from severe brain damage.

Again, if you don't like how they look, fine - that's a problem.
If you think they're misleading enough to make the player think "what's going on there?" even after he knows what they mean, that's a problem.

Recognition is not a problem.
If nothing else, you'll create your character with say 45 health and 12AP. Then you'll see the interface with "45" and "12" written on it. Whatever could those obscure numbers represent? Mystery.
 

Elhoim

Iron Tower Studio
Developer
Joined
Oct 27, 2006
Messages
2,880
Location
San Isidro, Argentina
Another thing, do you think it´s best all in one side, or as it is now?
 

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom