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Pretti! Interface-graphics

galsiah

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Vault Dweller said:
6. I think that one of the problems with the character screen at the moment is that you are assigning the same relevance to all information displayed on it...
I's rather see everything on one screen. It's a personal preference.
I agree with this. I like to have an overview without needing to keep switching views.

...Despised->Hated->Disliked->Neutral->Liked->Loved->Adored...
Hmm... I like your idea a lot. The only problem, it's hard to say when Disliked would change to Hated. With numbers you know that when your rep is -49 you are about to reach a new low :)lol:), so you may think twice about being naughty again. Perhaps, we should have both.
But is it desirable to have the player knowing exactly when he'll pass a new threshold? If e.g. dialogue results etc. only change for each 10 points, the player will learn that he can safely get 9 more negative points before anyone reacts badly.
Without the numbers, the player won't know he has this "buffer", so will be more concerned over every decision - a good thing I'd guess.

It depends how you're using the reputations though.
Are you changing results e.g. only every 10 points, so that going 9->10 will change many reactions at once? Or will various NPC reactions change at many different values?
Are reputation checks absolute (i.e. 15 and over always gets one result, under 15 another), or do they work like skill checks (higher rep = higher odds of better response)?

If NPC reactions don't all change at e.g. 10,20,30..., and the checks have a random element, the player doesn't really need to know the absolute number: whatever value he's at he knows that increasing his reputation will increase his odds of favourable responses.

I think I'd prefer not to see the numbers, but it does depend how they're used by the game, and how they might be used by the player.

If you want continuous feedback without numbers, you could use e.g. color or brightness of the words. E.g. from despised (red) through neutral (yellow) to adored (green), or despised (dark) neutral (normal) to adored (shiny). Perhaps this would look tacky, but some form of visual gradation might work.
I think it seems more natural to let the player have a vaguer notion of reputation than the number gives him. It'd be nice to get some continuous non-numeric visual change - so long as it didn't look silly.
 

DarkSign

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Shepardizing caselaw with the F5 button.
Elhoim's looks amazingly professional. It has just enough detail to look sophisticated but not too much.

That's absolutely the one to go with.

P.S. Design by committee works fine for awhile but you do need to set some limits V.D.
 

Hazelnut

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Elhoim

Iron Tower Studio
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Vault Dweller said:
Durwyn said:
Artists (gods bless them) are making approx. 6 maybe 5 versions of it everyday. When will you decide for one?
When the Codex overall is happy with the designs. Elhoim's work has greatly improved and went from "honorable mention" to "really hard to say no to" stuff. Android is still tweaking his designs. Because the interface screens are so different, we need to see different designs to evaluate the strengths and weaknesses of each overall design. If it takes a month to come up with these designs, so be it. I have time. As long as the designs are evolving and improving, the time isn't wasted.

What I can say about my designs is that they are highly tweakable, and that I can change anything in a short time.

I like when people give suggestions, as they made what the GUI is today, but my highest priority is you VD. It´s your game, and if there´s anything you want made, I´m sure I can work it out somehow.

But keep the suggestions coming, people. (I feel like a populist politician! I´m the Hugo Chávez of the Codex! ¡Todos juntos por la Gran Interfaz Gráfica Codexiana! :P
 

Elhoim

Iron Tower Studio
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Jasede said:
Meh, no. Elohim, don't. The dialogue screen is good as it is. It reminds me of times long past.

What is it that you don´t like? I´ve only darkened the marble border and added a couple of supports to the wooded beams...

Can you be more specific?

Thanks!
 

Elhoim

Iron Tower Studio
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denizsi said:
By the way, who plans to play the game fullscreen? Does anyone looks at the screens here magnifying them to full screen? Elhoim's dialogue screen looks great in my opinion, but when I look at it in fullscreen, all those bricks, woodwork etc. there is just too much stuff going on in the interface artwork, diverting attention from the text. Likewise, looking at Marsal's interface in full screen, the blue hue is forcing the eye downwards to the interface. It was easier on eyes with the yellow-gray colour range.

If you are planning to play fullscreen, you ought to look at each interface at full screen. Hell of a difference.

edit: I'd also like to point a general complaint about interfaces. You can see eight lines of text in the text box of the default interface. Despite all the great work done by people, I think fewer lines are kind ofa step down from something good ( Elhoim's work is the better one in this aspect ).

I´ve seen it at full screen in 800x600 and it looks nice. It has a strong BG feeling. :D

Maybe we can use smaller fonts, tough, and smaller detail is some areas, but remember that these are just concepts, and this things would be sorted out when the winner is chosen.
 

Sentenza

Scholar
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Sep 10, 2006
Messages
269
Hazelnut said:
Just popping in, and wanted to say that I don't like that last dialogue screen you did Elhoim.. in http://img91.imageshack.us/img91/6652/d ... duxed3.jpg
The wood borders and brickword are far to much for the dialogue screen to my eyes, and split the information up too much. I do like the texture under the text though. ;)

I think this screen was much nicer and simpler: http://img244.imageshack.us/img244/6346 ... duxtn7.jpg
I prefer the simpler one: more polite, less distracting and the text is bigger
 

Slith

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West Coast, Canada
Sentenza said:
Hazelnut said:
Just popping in, and wanted to say that I don't like that last dialogue screen you did Elhoim.. in http://img91.imageshack.us/img91/6652/d ... duxed3.jpg
The wood borders and brickword are far to much for the dialogue screen to my eyes, and split the information up too much. I do like the texture under the text though. ;)

I think this screen was much nicer and simpler: http://img244.imageshack.us/img244/6346 ... duxtn7.jpg
I prefer the simpler one: more polite, less distracting and the text is bigger

I like the newer design.
 

Elhoim

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Sentenza said:
Hazelnut said:
Just popping in, and wanted to say that I don't like that last dialogue screen you did Elhoim.. in http://img91.imageshack.us/img91/6652/d ... duxed3.jpg
The wood borders and brickword are far to much for the dialogue screen to my eyes, and split the information up too much. I do like the texture under the text though. ;)

I think this screen was much nicer and simpler: http://img244.imageshack.us/img244/6346 ... duxtn7.jpg
I prefer the simpler one: more polite, less distracting and the text is bigger

I can asure you that at full screen that text is bigger enough. As a matter of fact, a smaller font coudl be used.
 

Elhoim

Iron Tower Studio
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If you want to see how it would look full screen, set your desktop resolution to 800x600 and put the screen as the background image. ;)
 

Jasede

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Insert Title Here RPG Wokedex Codex Year of the Donut I'm very into cock and ball torture
Elhoim said:
Jasede said:
Meh, no. Elohim, don't. The dialogue screen is good as it is. It reminds me of times long past.

What is it that you don´t like? I´ve only darkened the marble border and added a couple of supports to the wooded beams...

Can you be more specific?

Thanks!

No need. I feared you would use the last suggestion that was made when I typed that in such a way that the interface suffers, but it didn't.
Rock on!
 

Elhoim

Iron Tower Studio
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I was thinking that I can make different versions for the GUIs that share the same structure and that only differs in skin, so you can choose if you want something more simple or with more detail. :)
 

MF

The Boar Studio
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I like Elhoim's latest designs. So much so that I'd vote for them and don't even have any criticism about them anymore. Definitely the best in my opinion.
 

kaizoku

Arcane
Joined
Feb 18, 2006
Messages
4,129
Vault Dweller said:
Two armor pieces: body armor + helmet. Overall there are 9 equipment slots: helmet, body armor, cloak, amulet, two rings (left & right), two belt bags (left & right) - for things like toolkits, nets, etc, and two hand slots that you can see on the main gui.
Rings!!?? Amulet!!?? Are these for pimping synergies or does this game has magic?! :x

@VD
You haven't answered to a previous question i made...
Will the GUI be skinnable? Can we choose which UI to use? Because i doubt one single hard-coded skin will please us all.


@android
The dialog screen looks great! I always loved BG* dialog screen. And the coolest thing was that you could hide it completely or increase it to your liking.


@denizsi
That chinese man has go to go! It's simply out of context. That leaves more room for the dialog box. Alternatively you could replace it with an iron-tower icon that would work as the options menu (save, load, etc).
For the HP and AP i think you should use some icons instead (like the ones used by android or Elhoim)
Add more color to it.


@Elhoim
I think that "red royal flag" (what's the name of that crap on the left side?) should be removed on the dialog screen. Regarding the UI:
mainguireduxwepk1gfxfw8.jpg

You don't put nails into stone! That leftovers of marmor stone looks awfull. That white marmor stone bar is out of context. Remove it please.


Is anybody fixing the cursor!!! Damn... that's annoying
 

Elhoim

Iron Tower Studio
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@Elhoim
I think that "red royal flag" (what's the name of that crap on the left side?) should be removed on the dialog screen. Regarding the UI:

1- You don't put nails into stone!

Fixed. ;)

2- That leftovers of marmor stone looks awfull.

You mean the "sand". Was a little experiment, but not a very succesful one.

3- That white marmor stone bar is out of context. Remove it please.

Maybe... I´ll hide it for the next version, just to see how it goes...

And also I fixed the middle wood.

Thanks for your suggestions!
 

Claw

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Nah, they don't. Just make it clear where the focus is. Make it a pointing hand.
Or make it something else that isn't the standard windows cursor.

kaizoku, you forgot the weapon slots. They don't really fit the interface anymore. Also, the icons look out of place now that everything is so plastic.
 

Elhoim

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Claw said:
Nah, they don't. Just make it clear where the focus is. Make it a pointing hand.
Or make it something else that isn't the standard windows cursor.

kaizoku, you forgot the weapon slots. They don't really fit the interface anymore. Also, the icons look out of place now that everything is so plastic.

I don´t think that they don´t fit the interface anymore. I think that you don´t like the nails. ;)

About the icons, I think that they are the ones that look kinda plastic, not the interface.

Okay, here is a new version with the mandatory changes. I want to include a character screen icon, so if you have any ideas, tell me. :)

And Claw, tell me a suggestion for the weapon slots if you don´t like them. ;)

 

denizsi

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I agree with galsiah's comments on text vs. numbers presentation of reputation. Knowing the exact values may affect player choices on an unconscious level.

I've started to like Elhoim's designs, but they are a real pain in the eyes in full screen. So much texture patterns, so many contrasts, I can't think of spending 5+ hourse with them in fullscreen.

@denizsi
That chinese man has go to go! It's simply out of context. That leaves more room for the dialog box. Alternatively you could replace it with an iron-tower icon that would work as the options menu (save, load, etc).

You probably haven't noticed but it's Marsal's design. Also, the face has no resemblence to chinese in my opinion. The "angry" version of it might, but I don't see anything out of context with the default face.
 

Elhoim

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denizsi said:
I've started to like Elhoim's designs, but they are a real pain in the eyes in full screen. So much texture patterns, so many contrasts, I can't think of spending 5+ hourse with them in fullscreen.

That´s something that can be easily tweaked if the design enters a definitive fase.
 

Claw

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Elhoim said:
I don´t think that they don´t fit the interface anymore. I think that you don´t like the nails. ;)
Do me a favour, and don't think for me. I know myself better. You changed the background, the borders, virtually everything and just kept the slabs of marble, except they weren't protruding before - in fact I believe you tried that and it was rejected - and now they "stand out" in the most literal sense. The nails just add to the wrongness.
Seriously, if you think a large, massive slab of marble in front of a brick wall and between two alcoves with delicate reliefs inside looks good, you have no sense of taste.

By the way, remember when I suggested you use the same background for the icons and text box? I was really thinking of the icon background you used back then, not the other way around.


About the icons, I think that they are the ones that look kinda plastic, not the interface.
I am not talking about Polyethylene but sculpting. Plastic as in looking three-dimensional, see?

Okay, here is a new version with the mandatory changes. I want to include a character screen icon, so if you have any ideas, tell me. :)
A portrait would be obvious. Maybe you could even use the player character as basis? I just realize don't even know if it'll be possible to modify the looks of the character during creation, like hair colour or stuff.

And Claw, tell me a suggestion for the weapon slots if you don´t like them. ;)
How about a recess? Maybe just having a less massive plate would improve it. Maybe you could even make it look like the marble block was actually protruding from a hole in the wall rather than being riveted to it.
Or you drop the marble entirely and use a metal plate, althought that feels wrong even as I type it. Did the Romans ever have metal signs? It wouldn't have been beyond them technically, I suppose.
Maybe it'd be a good idea to consider how the gameworld of AoD looks. Are there any signs in AoD you can see in any detail, sort of like in Ultima VII when you had signposts and metal plates. You might need VD's help on that.


That´s something that can be easily tweaked if the design enters a definitive fase.
Too easily, if you ask me. If it was a little harder, maybe you could bring yourself to settle for one texture or one colour. Focus on changing the things that need changing.

Why did you change the border between the GUI and the world screen? Did you feel your GUI was too monochomatic? Or are you just preparing us for the next ineviteable change of the background to grey stone?
Just In case I was being ambiguous: It sucks. Do the Undo.
 

Castanova

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IMO,

1) the top horizontal stone bar doesn't fit with the rest of the interface (and even if you kept it, the repeating texture looks weak).

2) the vertical wooden bars don't look quite right either - they look flat, like a piece of paper. Part of that is the lack of shading (like the weapon slots) and also that they tuck underneath that horizontal stone bar. it just looks flat.

3) the action icons blend into the background. they need to be more clearly defined. i would actually recommend going with switching them to a single color across the board, kinda like that interface way back in the beginning of this thread. they simplified the icons and it made them pop out more.

4) more of a personal preference thing but i don't like the health and AP icons. they don't look well defined and they look squeezed together like you struggled to fit them into those spaces.

Otherwise, great job Elhoim. Always nice to see persistence rewarded.
 

Elhoim

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Do me a favour, and don't think for me.

Seriously, if you think a large, massive slab of marble in front of a brick wall and between two alcoves with delicate reliefs inside looks good, you have no sense of taste.

Hey, don´t jump the gun, I was just joking...

Sorry if I offended you earlier, as in my head I said it in a different tone, but I forgot there is no such thing as sound in the forums. ;)
 

Elhoim

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I am not talking about Polyethylene but sculpting. Plastic as in looking three-dimensional, see?

Ah, I get it. Subtleties of the lenguage. ;)

A portrait would be obvious. Maybe you could even use the player character as basis? I just realize don't even know if it'll be possible to modify the looks of the character during creation, like hair colour or stuff.

I was thinking of something along the lines of a roman helmet... But my main problem is were to put it...

Why did you change the border between the GUI and the world screen? Did you feel your GUI was too monochomatic? Or are you just preparing us for the next ineviteable change of the background to grey stone?

I did it to make a cut between the GUI and the dialogue screen, but I think I went a little overboard...

How about a recess? Maybe just having a less massive plate would improve it. Maybe you could even make it look like the marble block was actually protruding from a hole in the wall rather than being riveted to it.
Or you drop the marble entirely and use a metal plate, althought that feels wrong even as I type it. Did the Romans ever have metal signs? It wouldn't have been beyond them technically, I suppose.
Maybe it'd be a good idea to consider how the gameworld of AoD looks. Are there any signs in AoD you can see in any detail, sort of like in Ultima VII when you had signposts and metal plates. You might need VD's help on that.

I´ll see what I can do. ;)
 

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