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Sensuki

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Everything posted by Sensuki

  1. Framing stuff costs a lot of money (whether your do it yourself or pay for it).
  2. Not gonna happen lol, that doesn't look very good.
  3. I loved the portrait covered in blood thing, but obviously that won't work with stamina and health.
  4. Pretty much. The only reason why they would follow along the lines of your design is to *try* and appeal to both crowds. Which oddly enough is not what they said they were doing in a recent interview, but who knows.
  5. Did you see Update 54? Most people wanted it to take up MORE space. My mock up was the only mock up that took up less space than the original UI in Art Update 54, until Karkarov made his. Combat log won't be on the left as per developer decision. Menu might be in the middle, but in IWD2 it was on the right.
  6. My bad I should have changed the order of those things in the sentence.
  7. The height is what 1/5 or less of the screen, and you'll *never* be paying attention to the screen next to the UI on the map. You won't be scrolling sideways and looking there, you'll be looking in the middle or middle of the side of the screen you're scrolling. When you're scrolling down you'll be looking ... down ... and the UI will be there. That bit of dead space is worth taking up with the UI to provide extra functionality. If the bottom of the screen is full, you won't get the feeling you experience because it will be like the edge of the screen anyway.
  8. See I didn't think it did it's job if it was trying to do that. This does, however Must be down to two youtube imbeds per post?
  9. Wouldn't have this problem if they went for the Baldur's Gate 2 UI design, which if you paste over a screenshot actually looks great ... but oh no, apparently moving the mouse thousands of pixels is a problem. Ever heard of high mouse sensitivity, high mouse DPI or mouse acceleration Obsidian ???? (you know, the things that most people (but not me) have on by default) BG:EE UI is awful. BG:EE is Awful and Beamdog are awful.
  10. I quoted Karkarov. How on earth did you manage to confuse that with yourself ?
  11. It's not *terrible* in some games - Titan Quest and Grim Dawn it works fine. But all you really need for that is an action bar. But yeah for strategy games its like wtffffffffffff
  12. Let me put some fear into you. Lmao, you are just copying what J.E. Sawyer says. 1: Screen real estate is important, but in a game with a skeuomorphic UI that takes up a certain amount of vertical pixels and then protrudes along the screen if you leave a gap between two UI elements that is essentially wasting space, because you will never look down there and you will never position the screen so you can see anything in the gap between the UI elements. Nearly all strategy games have a skeuomorphic UI that takes up THE ENTIRE LENGTH OF THE SCREEN. 2: That is an exact copy paste of something J.E. Sawyer said. I am not sure what he is basing that information on either. Problem is with interactive stuff you are making two movements - right to left(to select the UI element) and then left to right to select your target element - so either way you have to make both movements, in the case of a right-aligned design this would be exactly the same, yet reversed. The reason why stuff is left aligned in program design, web and even objects in film (a good example - in Game of Thrones, Sandor Clegane's burned face was altered from left to right side of his face, so it was on the right side of his face) is because people pay more attention to things on their right. This fact could even be used in favor of putting the dialogue/combat log on the left because the information on it is constantly changing, and people would pay more attention to it on the left. This is the reason why I think Fallout Tactics opted for that design. Also if you watch the majority of FPS players who have low mouse sensitivity - what direction do they naturally make turns in ? Left to Right, actually. They flick their mouse from the left side of the mouse pad, and then re-position it back to the left side. 3: Irrelevant. I cannot photoshop stuff. I am just saying that I think a lot of people like your UI because it looks nice. 4: The original IE game UI never got in the way of the game because all UI elements are contained WITHIN the UI. Your design promotes floating windows and popups, and does not have enough space for buttons such as the guard interface, skill use and all of those things that were included in the Infinity Engine games without chopping into the Action bar buttons. These buttons are needed particularly for MAC users who only have a one button mouse. I am not promoting space for space's sake. I am promoting using up ALL of the available dead space on the screen for interactive UI elements. It makes the UI much more elegant and useful and complete. You are trying to get rid of the UI for some weird reason and plan to collapse at least one half of it anyway, so I can see why you want it to be smaller. I would say too bad.
  13. Karkarov's has a gap in the middle. Just because it looks nice doesn't mean it's good. Obsidian will need more space than what he has in his, so the gap in the middle will be smaller and probably more like the one I made. Which is pretty darn stupid IMO. I don't know why people are so pedantic about a skeuomorphic UI that takes up X vertical pixels and want to cut it in half so they can see a trivial amount of space between the parts of the UI ... space that they are never going to use. It's much better to take up the whole length of the screen and have the two parts collapsible. The person who collapses the combat log (Karkarov) gets a silly left sided UI when they do that though.
  14. This guy trolls me across three forums, take his posts with a grain of salt. Pretty easy to antagonize people on the Codex
  15. Forgot to re-add my Obsidian Order add-on. Emailed support about it
  16. That UI you linked makes me die inside. However it is also farily typical of an MMO - as the transparent design is popular there. Not for an IE style game though.
  17. I'm okay about people with voice acting experience donating their voice for free - like Jack Black did with Double Fine Adventure. Other than that, nah.
  18. Bonus healing could be anything - it's effectively increasing the Stamina Regeneration of that character. It MAY increase the effect of healing spells (that regenerate stamina). I'm not sure if it affects healing potions - it might, but so does the Survival skill.
  19. If you want a comment, go over to the Something Awful forums (though they are behind a paywall) as he usually only posts here to correct people who have severe misconceptions about the game. That's just how Josh designs stuff, he 'patch-fixes' things. He did the same thing with skills. For instance - In most games you only need one character with a Lockpicking skill, anyone else that puts points into lock picking has essentially wasted their skill points. If you add another bonus to taking the skill, then you are at least getting something from taking it. Attributes are kind of the same. I spoke about this in my previous post. It might not make sense for some classes to take the Damage stat at all, because they won't be spending too much time doing attacking, or if they are it's the side-effects of their attacks that are their strength rather than their actual damage. There are also people who "do not pay attention" and will take Strength anyway without actually realizing what it does, or how it is going to effect their character - or if it is a good choice for their character. Having healing on there as well alleviates this problem. Even if someone accidentally takes Strength when their character isn't a damage dealer, they'll still benefit from the bonus healing it provides (whatever that does). That may not be an optimal choice, but it's not a trap choice. And that is Josh Sawyer's design goal there - to protect people from themselves (I don't think it's the character system's fault), to remove dump stats, and to allow you to play with any build you would like
  20. Out of the way = terrible. Especially hidden off in the corner like that. It's not big enough to provide the functionality required in this game, of which to compensate they're going to have to use popups and floating menus which is absolutely horrible, when you could fix this problem by using dead space on the screen and adding it to the UI.
  21. For the record here is your mockup: Looks pretty. That's about it. Here is my Fear of UIv2 in Segregated Mode, aply titled Retard UI 101 What is the point of such a large gap between the UI sides? What is the point of any gap? There isn't one, unless you count wanting appease QQers who don't like skeuomorphic UIs in the first place. This is a waste of space that could be used by the UI to provide functionality which seems to be the key word that you have been using. There is no reason AT ALL to count this as freed space because YOU WILL NEVER USE that space. You will never be focusing on anything below the height of the bottom UI on the screen, therefore there is no reason why you would need to see that part of the map. It is much better off taking up the entire width of the screen with the UI to allow room for extra buttons and functionality rather than compressing yourself to a stupid aligned design like that, just to appease people like you. If you collapse the dialogue/combat log then the UI just looks jarring on the one side. It is not about the "UI looking pretty". You could use that space for extra buttons, and all sorts of stuff and STILL have the UI collapsable on either side.
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