Sensuki Posted June 22, 2013 Share Posted June 22, 2013 New worldmap - hopefully we get a high res version soonDefiance Bay - Big City #1 (or perhaps #2 as Chris said it was a backer location)Vertical Slice Dungeon - Editor ViewVertical Slice Dungeon - Actual view (pre-paintover - no machine, wires etc)Store concept art"Animat" concept"Animat" Factory conceptUser Interface v2 (or perhaps it's just a placeholder UI, but it does seem like a progressed layout from v1)I just want to comment on the UI version here. I do like that design better than UIv1, I like that the combat log is now on the left side, which is my preferred reading side of the screen.I think I see how the UI is going to work. The combat log and menu will be collapsible so that the UI minimalist fans (**** ) get their minimalist UI - good design decision as that will keep people like IndiraLightfoot etc happy.BUUUUUUUUUTThat portrait size makes me cry, a lot. As a fan of the Baldur's Gate and World of Xeen UI's I would be very very very very sad if that is the portrait size that we got for Project Eternity. There is so much screen space to utilize for bigger portraits, so I would be unhappy with that as the final design.My suggestion based on that UI would be the following. Have 3 settings for the right section of the UIBig portrait, little menuSmall portrait, big menuNo menu, small portraitWhere big portrait, little menu looks like this - yes it takes up a tiny amount more screen space, but that screen space would be otherwise unused IMO.You could even bring the combat log in so the portraits would fit within the same UI space, but you'd lose a hotkey or two. I would also prefer if the UI was in the middle of the screen rather than left aligned, but that's just me. 18 Link to comment Share on other sites More sharing options...
Lysen Posted June 22, 2013 Share Posted June 22, 2013 I just want to comment on the UI version here. I do like that design better than UIv1, I like that the combat log is now on the left side, which is my preferred reading side of the screen. I think I see how the UI is going to work. The combat log and menu will be collapsible so that the UI minimalist fans (**** ) get their minimalist UI - good design decision as that will keep people like IndiraLightfoot etc happy. This is probably just a placeholder. I hope so. 3 Link to comment Share on other sites More sharing options...
Sensuki Posted June 22, 2013 Author Share Posted June 22, 2013 Of course it's a placeholder but the size and location of the UI elements do seem like a logical progression from v1. Obviously the buttons for abilities won't be that big, that will be just the natural scaling of the button size written into the mockup UI. 1 Link to comment Share on other sites More sharing options...
Sacred_Path Posted June 22, 2013 Share Posted June 22, 2013 Animat "factory"? Here's hoping that's no WIZARDRY level silliness. Link to comment Share on other sites More sharing options...
Malekith Posted June 22, 2013 Share Posted June 22, 2013 I don't like the empty space where MCA's video is, while the UI seems too cramped. I would prefer some decorative elements so the UI is not so cramped and more spaced out. Also, BIGGER PORTRAITS ffs.Art is an importand part of the game aesthetics, and the character portraits are a very distinct part of the art. The UI should cover the full lower part of the screen( the empty part is useless anyway, no one would cramp his party there in the corner with the UI blocking his characters moving to the left). Just as well to use it to space out the UI, add bigger buttons,bigger portraits,some decorative elements etc. 3 Link to comment Share on other sites More sharing options...
Sensuki Posted June 22, 2013 Author Share Posted June 22, 2013 (edited) Animat "factory"? Here's hoping that's no WIZARDRY level silliness. Watch the video in the other thread, that's just how Chris described the function of that dungeon. It sounds really awesome. That might not actually be the intended size of the UI v2 That's just my recommendation if that is the direction they are going. That may even be pre UIv1 as they had a UI like that when Josh was doing combat testing months ago. Edited June 22, 2013 by Sensuki Link to comment Share on other sites More sharing options...
Zed Posted June 22, 2013 Share Posted June 22, 2013 I don't like the empty space where MCA's video is, while the UI seems too cramped. I would prefer some decorative elements so the UI is not so cramped and more spaced out. Also, BIGGER PORTRAITS ffs.Art is an importand part of the game aesthetics, and the character portraits are a very distinct part of the art. The UI should cover the full lower part of the screen( the empty part is useless anyway, no one would cramp his party there in the corner with the UI blocking his characters moving to the left). Just as well to use it to space out the UI, add bigger buttons,bigger portraits,some decorative elements etc. obsidian are obsessed over mouse movement effeciency for some reason. it seems much more important to them than aestethics and readability. whatever they do, I hope they won't use IWD2-style small boxes portraits. it's ugly as hell. portraits should be portraits, with portrait dimensions. 3 Link to comment Share on other sites More sharing options...
Sensuki Posted June 22, 2013 Author Share Posted June 22, 2013 (edited) The area art is pretty incline Defiance Bay looks cool as well, less 'sections' than BG and Athkatla but hopefully it's still about the same size. Edited June 22, 2013 by Sensuki 1 Link to comment Share on other sites More sharing options...
radioactivelullaby Posted June 22, 2013 Share Posted June 22, 2013 Defiance Bay - Big City #1 (or perhaps #2 as Chris said it was a backer location) didn't he say that it was a place we would encounter early on in the game and that it would change during the course of the game? that sounds more like a big city #1 to me. but i might very well be wrong.. Link to comment Share on other sites More sharing options...
Prometheus Posted June 22, 2013 Share Posted June 22, 2013 Is this picture also from Project Eternity? (It was shown after a number of concept arts and screenshots from Project Eternity (10:31 in the video)) http://picload.org/image/awwiool/landscape.jpg Link to comment Share on other sites More sharing options...
Sensuki Posted June 22, 2013 Author Share Posted June 22, 2013 Whoops I forgot that one haha Wilderness area near Prototype village Valley of Hector concept 3 Link to comment Share on other sites More sharing options...
centurionofprix Posted June 22, 2013 Share Posted June 22, 2013 "Vampiric Torture" sounds quite unpleasant. Link to comment Share on other sites More sharing options...
centurionofprix Posted June 22, 2013 Share Posted June 22, 2013 I guess the UI is just a placeholder, but for what it's worth, I don't like this layout at all. It seems to gather up the wost aspects of both the classic and minimalist styles, being both large and obstructive to the widescreen viewport, and rather unpleasant aesthetically in its placement and in closing off only part of the screen. If it was spread across the entirety of the bottom part of the screen, it would take the same amount of space but in a more even and pleasing way, and the larger part of the viewport would have more space vertically, which I'm certain would be more useful than the small bit in the right bottom corner. 4 Link to comment Share on other sites More sharing options...
Sensuki Posted June 22, 2013 Author Share Posted June 22, 2013 I do recall Josh saying there were two different sides so it's possible that's just the mockup UI used for the demos, anyway eager to see the new UI when it's presentable, but from the sounds of it I might be disappointed. Link to comment Share on other sites More sharing options...
Elerond Posted June 22, 2013 Share Posted June 22, 2013 GUI looks like that is done only for the technical demo. So I would say that it is not UIv2, but UIv0.5 or something like that. 1 Link to comment Share on other sites More sharing options...
centurionofprix Posted June 22, 2013 Share Posted June 22, 2013 (edited) Just the quickest MS Paint take on how I'd like to see it. Obviously the placement of the portraits/icons/log could be changed around for usablity - this is just to demonstrate the use of space. It takes slightly less space in absolute terms, allows the log to be expanded, and the larger part of the viewport is more open vertically. Edited June 22, 2013 by centurionofprix 1 Link to comment Share on other sites More sharing options...
LadyCrimson Posted June 22, 2013 Share Posted June 22, 2013 Placeholder or not, I definitely like the transparency of the UI. I hope they keep that aspect. I still don't personally care much about the size of the portraits on the in-game screen, as long as they're big enough I can tell them apart in some fashion (eg, not only 5mm high, haha). I'd make a wild guess the individual character screens will have/show large size portraits there. 3 “Things are as they are. Looking out into the universe at night, we make no comparisons between right and wrong stars, nor between well and badly arranged constellations.” – Alan Watts Link to comment Share on other sites More sharing options...
Malekith Posted June 22, 2013 Share Posted June 22, 2013 I definitely like the transparency of the UI. Nooooooooooooooooooooooo... 3 Link to comment Share on other sites More sharing options...
Sensuki Posted June 22, 2013 Author Share Posted June 22, 2013 The transparency is definitely placeholder, I was merely talking about the location of the elements on the screen. Kaz's UI art hasn't been applied yet. Link to comment Share on other sites More sharing options...
LadyCrimson Posted June 22, 2013 Share Posted June 22, 2013 I definitely like the transparency of the UI.Nooooooooooooooooooooooo... Yessssssssssssssssssssss... 1 “Things are as they are. Looking out into the universe at night, we make no comparisons between right and wrong stars, nor between well and badly arranged constellations.” – Alan Watts Link to comment Share on other sites More sharing options...
LadyCrimson Posted June 22, 2013 Share Posted June 22, 2013 The transparency is definitely placeholder, I was merely talking about the location of the elements on the screen. Kaz's UI art hasn't been applied yet. Have they said that? I wouldn't mind some border art but I like having transparency vs. totally solid. Maybe they could have a transparency slider.... 2 “Things are as they are. Looking out into the universe at night, we make no comparisons between right and wrong stars, nor between well and badly arranged constellations.” – Alan Watts Link to comment Share on other sites More sharing options...
Sensuki Posted June 22, 2013 Author Share Posted June 22, 2013 (edited) Yes they have. Solid, part of the world UI like the Infinity Engine games. Josh has mentioned it in Update 36 and on the Something Awful forums (and his formspring too I think), and it was also mentioned in Update 54. I am pretty sure they will be supporting minimalists by making the combat log and menu bar collapsible, but I will fight for portrait size to the very end Edited June 22, 2013 by Sensuki 2 Link to comment Share on other sites More sharing options...
SunBroSolaire Posted June 22, 2013 Share Posted June 22, 2013 The water looks fantastic in the wilderness shot. Like, a lot better than in the old in-game footage. Wonder if it's placeholder, or if they've made some advancements. I'm guessing that Defiance Bay concept is Kaz and the Store Interior is Polina, both are beautiful. New map is a big step up, but one thing that irks me about these maps is, what's with all the tan territory? Is that desert? I'm assuming grassland or something, I just wish map would reflect that. As is, it looks like the Dyrwood is in the middle of a desert. I hope that UI is just a placeholder for level testing, it is fugly. I hate the transparency and shape and the whole layout. The first one they showed was fine. Link to comment Share on other sites More sharing options...
Sensuki Posted June 22, 2013 Author Share Posted June 22, 2013 (edited) Kaz hasn't been on the team for very long, so they may actually both be Polina Then again Kaz was charged with figuring out the 'cultures' so city design may tie into that. I think I have confused some people, that UI is definitely placeholder, but the positioning of the elements on the screen, may not be. I can't go back and update the OP so hopefully people will read the thread before posting about it. Edited June 22, 2013 by Sensuki Link to comment Share on other sites More sharing options...
Scottfree6000 Posted June 22, 2013 Share Posted June 22, 2013 Nice a Weekend Update! Sensuki Thx! I don't normally date planetouched girls, but when I do the Tiefling is already in the sack stay rolling my friends! Link to comment Share on other sites More sharing options...
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