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In theory it's the best solution, and it will make the most backers happy. But it depends on how easy is to implement it. The budget and the timeline are tight as it is. I don't think anyone wants multiple UIs if it will mean less content. But if it's easy and cost effective then by all means go for it.

True, no important features in the game should be sacrificed by any means. IIRC, GUI-guys are something of a niche, so it wouldn't affect the work on the game itself: content, writers, areas, artists, scripting. It's a matter of time and know-how for the GUI-peeps. And given Obsidian's experience in that field, I truly believe they can make two UIs of the kind discussed here pretty fast and cost efficient. They have RPGs under their belt that uses both systems, so I'm very optimistic that they will come to their senses here, as it were. :)

 

I'm hardly against options, but the risk is having three half-baked UIs that please no one and don't get enough iteration time spent on.

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Nah, I trust Obsidian here, and we prolly have to scratch three versions anyways. They would make two very good and functional UIs, no doubt about it, so the risk for that is practically zero. Two UIs will get the iteration time necessary, especially with all the alpha and beta testing we as a community will offer them. :D


*** "The words of someone who feels ever more the ent among saplings when playing CRPGs" ***

 

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Nah, I trust Obsidian here, and we prolly have to scratch three versions anyways. They would make two very good and functional UIs, no doubt about it, so the risk for that is practically zero. Two UIs will get the iteration time necessary, especially with all the alpha and beta testing we as a community will offer them. :D

Neverwinter Nights 2 had a similar approach to UI and camera, with further refinements with every expansion, and I still don't feel they ever reached the point where any of the options presented was quite natural and okay. Though part of that might have been the sluggish engine, and at least Obsidian doesn't have to come up with a camera system for PE.

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Two UIs = waste of tyme.

 

One UI that collapses in parts = might be worth considering. But I think they are going to be pre-rendering the UI art so that probably won't happen.

Edited by Sensuki

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Two UIs = waste of tyme.

 

 

You won't be of that opinion when you get the short end of the stick. I'd imagine you'd be pretty upset if all you got was some minimalist UI that slides away as soon as you're not moving your pointer. A small investment in time for the GUI guy would be a very wise move indeed for Obsidian. This is the path of least resistance and the democratic way into the big, bright future of Project Eternity... :dancing:

Edited by IndiraLightfoot
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*** "The words of someone who feels ever more the ent among saplings when playing CRPGs" ***

 

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Yeah but I never for a minute considered the fact that we'd be getting a minimalist UI for an Infinity Engine inspired game :p The poll results aren't really in your favor atm either

Edited by Sensuki
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Oh my gosh, the concept art is gorgeous! This all sounds so very exciting and I can't wait to learn more! <3


"Not I, though. Not I," said the hanging dwarf.

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For the haters who still think you need some retarded brick of graphics to do this UI right here comes Kark mark up 2.

 

ig8FfzRcyul32.png

 

So what do we have here?  Well the party window is pixel for pixel the EXACT same size as the original mock up.  There are 12 buttons, exactly like the original mock up.  The useless brick of buttons I personally will never use is still there just flipped on it's side and repositioned to take up less space.  It is literally the same exact UI as the mock up, just all the useless nonsense like statue graphics is removed, the chat box is bigger, and the chat box fades out when not in use.  That's it, everything else is the same just repositioned.  I didn't even change the size of the clock/pause button.

 

For this type of layout I'd suggest trying the "Rule of Odds" and placing something near the top center: perhaps a version of the central controls from the original layout. Hopefully it would then look less unbalanced.

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"It has just been discovered that research causes cancer in rats."

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Ok i have one more UI layout.

1. The bottom consist of the original UI. There are characters portraits with abilities. Once you pick character the corresponding custom version of abilities is displayed there.

2. Additionally i am showing two party-wide ability bars on left and right side. 

Ok, this is important to understand that those bars are for whole party. The abilities there does not change, there are independent on current character selection. This means that those are mouse GUI friendly too, because you only need 1 mouse button click to active the ability.

 

I mean why the abilities has to be linked to particular character only? I would like to have possibility to put wizards spells there for example and then be able to cast them with one click. No matter who is my currently selected character from party. The only problematic case are parties with 6 wizards only :w00t:

project_eternity_ui.png

 

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Then you'd have the original without the statues and smaller portraits...

 

Since the layout would be different, this is a false statement.


"It has just been discovered that research causes cancer in rats."

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I don't have anything to add, outside of a personal preference for very minimal UI's (or at least a UI I can customize to be minimal if I prefer), but it's interesting how much discussion/opinion there is on the "perfect" UI. :)


“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

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I don't have anything to add, outside of a personal preference for very minimal UI's (or at least a UI I can customize to be minimal if I prefer), but it's interesting how much discussion/opinion there is on the "perfect" UI. :)

 

It's funny though, the more I look at the original layout, the more I appreciate the design. I guess it's often a matter of what you're used to.

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"It has just been discovered that research causes cancer in rats."

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@ rjshae: sorry that I ignored the layout changes. It is just in my interest to change the concept of the frame. I'm still working on a example for myself, where you have already layout parts you can use.

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I don't have anything to add, outside of a personal preference for very minimal UI's (or at least a UI I can customize to be minimal if I prefer), but it's interesting how much discussion/opinion there is on the "perfect" UI. :)

It makes sense that there is a lot of discussion going on. The game will rely heavily on the UI. A game like this must nail it in my opinion.

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I don't get why the portraits have to be right next to the action bars? Don't we all use numbers to select party members?

 

Everyone has a wide screen nowadays, so use the extra space at sides for large portraits and put the action bars horizontally lower, as in the old games, it worked great, so why fix it?

 

 

On the current layout the shiny action icons next to the small portraits won't work, since in combat most of the time it's pause-look at health bars-select action. And by having the shiny health/mana bars next to the shiny action bars you just create unnecessary adjustment time for the eyes.

 

The buffs are barely visible too, and that would also get fixed by having large portraits at the side.

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It's easy to assume everyone uses keyboard shortcuts.

 

People who don't are not a minority though. There are plenty of people who use a computer 16 hours a day who don't even understand CTRL - Z.

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I don't give a damn how the UI looks, my brain will tune that out in the first 5 minutes of play. What will bother me is if the UI is obtrusive (size/colors/weird positioning) or non functional (requires lots of movements/clicks/searching etc).

 

I really don't mind the originally suggested UI. Might be because I don't have a widescreen monitor and those ornaments on the sides look like just the right thing to cut off to accommodate that, hehe. Anyway I checked how it looks on a wide resolution and I don't really think it's bad. The area of visibility should be about the same as before, considering the areas are rendered at a lower angle. To be sure I think I'd really have to have a hands-on experience, it depends also on the encounter and area design I think, which is hard to judge by just a mockup screenshot.

 

I think the part where all this actually matters is "only" the combat as I'm pretty sure there will be a button to hide the UI, right? It's probably even gonna be possible to play blind with only hotkeys and mouse. For the abilities something like that quick cast menu from NWN2 would probably be enough?

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1. I really enjoy seeing everybody's ideas and mock-ups, even the ones I don't prefer.

 

2. The more I think about it, with regards to options, the more I come to the conclusion that the colour scheme is the only thing I'd genuinely like to be able to choose. You spend a lot of time looking at the GUI on a RPG... for me fifty plus hours of looking at brown sludge will actually get me down. At least let us change the skin, or like you can with forum appearance options.

 

3. Although I too have faith in the developers, I also had faith in Relic. When we played the closed beta for CoH2, the fan base was united in their loathing of the GUI. The developers, OTOH, thought it was fab. We are still lumbered with it. I now understand that the GUI is a crucial piece of coding /  programming that can FUBAR all sorts of things due to the way it interacts with other functions so changing it is a big deal. So it is crucial that not only the developers show it to us now, but canvass and TAKE NOTICE because when one is settled on, it's toothpaste that's difficult to put back in the tube.

 

Edit: I liked Dragon Age Origins, I think that despite it's flaws it's still the best thing Bio has done since BG2. Anyhoo... look at the unobtrusive, easy to use GUI. I played three full games of this and although the GUI is pretty neutral, it certainly got the job done. Of course, inventory and skills tabs were awful but the vanilla on-screen combat UI was fine.

 

zoomer13.jpg

Edited by Monte Carlo
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sonsofgygax.JPG

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Legend of Zelda pornography?

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Quite an experience to live in misery isn't it? That's what it is to be married with children.

I've seen things you people can't even imagine. Pearly Kings glittering on the Elephant and Castle, Morris Men dancing 'til the last light of midsummer. I watched Druid fires burning in the ruins of Stonehenge, and Yorkshiremen gurning for prizes. All these things will be lost in time, like alopecia on a skinhead. Time for tiffin.

 

Tea for the teapot!

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Actually, some websites do change the pic to pornography if you try to deeplink off their website. That or goatse.

 

@Monte Carlo, deeplinking is when you post a pic from an outside website without first downloading and rehosting it. It means that you're still using up the website's bandwidth without actually directing views to their site. Websites tend to change the original pic into either a polite request, in this case, or more amusingly into something that will embarrass the offender. If you want people to see whatever it was that you were trying to post, upload it to a dedicated image sharing site like imgur.com and link from there.

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I like the UI style - with some additional work put into it, I think this would be a good starting point for the UI development. I'd reverse the character stuff and combat log positions though, or add an option for players to move parts of the UI around with settings.

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Exile in Torment

 

QblGc0a.png

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