Elhoim said:
Just out of curiosity, what bothers you about what I do?
I don't like much the item panels with "drop shadow" effect, the embossed version was better IMHO. Also the "windows" with fallen out bricks, as seen on the dialog screen I think, don't look well, the bricks take too much space away and it can't work with the textbox I'd say. But maybe the biggest issue I have is that you can't quite compare it with the interfaces from other games from the beginning of this thread... But I guess you can't compare mine as well...
Fryjar said:
So, what about adding the head once again to the interface?
I guess since, most people changed their opinion about its visual effect after you removed it you should think about it.
Well as I said before, I'd love to see the head somewhere on another screen, but now there's no more space for it and I agree that it doesn't fit so much into the main interface.
Flashback said:
And while I like most of your suggestions, personally I would like to keep the old dialogue screen setup. It was tweaked 1000 times and finally reached the state when everyone liked it. Also, it has much more space for NPC text, which is always a good thing (no scrolling required)
I understand you don't want to change things in the engine back and forth, but since I was given complete freedom, I saw this as the best solution based on my experience with the IE games. I really think it was quite elegant and could handle a lot of text. Of course that if forced I could adapt my designs to your previous setup...
About the skinning thing - when I think about PS:T I can't really imagine it with two sets of different interfaces. The UI added a lot to the overall style of the game, it was so weird and fitted perfectly into the Planescape universe. That's probably all I ment. Anyway if the UI mechanics are dependant on some XML or config files I guess I would be able to help with those as well.
denizsi said:
I believe that the amount of short, single-line messages would dwarf that of longer, two or three-lined messages, so I don't see any real advantage to a wider text-box. I love your interface more than all others' (with Marsal's following very closely), but all of them including yours limit the vertical space. Default interface displays eight lines. Losing four (in your previous versions) is a little big in my opinion.
Thanks, I agree about the textbox, but I don't think it's so drastic.
I really like your expanding text box version! Maybe it could also be solved by expanding it into the
dialog interface or even
full screen as I mentioned before.
denizsi said:
By the way, Android, you have thirteen icons there again.
Yeah
This time it's intentional - one more stone for character screen icon.
MF said:
Personally, I think 20% of the screen is fine. I hate high resolution gaming in which I can't see the icon I'm clicking on just to have a field of vision that would give an agoraphopiac a heart attack. I'm greatly in favor of style and something familiar to hold on to when I'm looking at the screen. Don't make them smaller please.
I tend to agree, Fallout had the same size and it was mentioned before it's not needed to show the latest parallax mapping and spherical harmonics techniques of the game.