- Joined
- Oct 21, 2002
- Messages
- 17,068
We used to have a lot of mock-ups and stuff being posted and I'm seeing that again with the solid interface being implemented. So let's share ideas once again.
I didn't finish this but I wanted to share it anyway, because I think it shows how the wooden interface could be spiced up with something that breaks the monotone wooden material yet keeps it "thematically correct."
This breaks out portraits for a less cluttered lower bar space.
It centralizes the text window.
It separates the menu into 3 categories: "used by individual party members if selected" (sheet + inventory), actions (attack, stop, stealth) + selection, and then less frequently used stuff (stronghold, journal, map, game options).
The pause/speed clock should probably be on the left side – perhaps switch place with the resting button (which I took the liberty of replacing with something more interesting).
The action bar might be too tight for space with the heightened text box, but I was thinking that it could be broken down in two ore three rows when needed. I have an idea which I'll update with later.
I didn't finish this but I wanted to share it anyway, because I think it shows how the wooden interface could be spiced up with something that breaks the monotone wooden material yet keeps it "thematically correct."
This breaks out portraits for a less cluttered lower bar space.
It centralizes the text window.
It separates the menu into 3 categories: "used by individual party members if selected" (sheet + inventory), actions (attack, stop, stealth) + selection, and then less frequently used stuff (stronghold, journal, map, game options).
The pause/speed clock should probably be on the left side – perhaps switch place with the resting button (which I took the liberty of replacing with something more interesting).
The action bar might be too tight for space with the heightened text box, but I was thinking that it could be broken down in two ore three rows when needed. I have an idea which I'll update with later.