Author Topic: UI design (WIP)  (Read 658 times)

mushroom patch

  • Protector of the @
  • *****
  • Posts: 548
    • View Profile
Re: UI design (WIP)
« Reply #15 on: October 09, 2017, 05:36:20 AM »
This forum is inactive because it is a place people like mrmoxie here come to chit-chat about half-baked non-projects with Krice, a person who has no actual ideas or knowledge about anything.

If people on reddit thought that the text spacing didn't bear mentioning, that's a pretty strong indication of the value of feedback from "redditors." This whole "I chose the 'font' in my design mock up at random, you can't take that as part of my design intention" thing is really incredible. I've some dumb shit on this forum but that may take the cake. It's not even about the font, jesus.

Krice

  • Protector of the @
  • *****
  • Posts: 2059
    • View Profile
    • Email
Re: UI design (WIP)
« Reply #16 on: October 09, 2017, 07:04:32 AM »
with Krice, a person who has no actual ideas or knowledge about anything.

It's always sad when a person has that kind of mental problems. I hope you don't eventually start to shoot people. You need to wake up. You are probably the only one here without a single game project to show and everything you say tells us that you don't know a lot about game design. The reason you keep trolling here is not a healthy one for yourself, it's only going to make you feel worse.

mushroom patch

  • Protector of the @
  • *****
  • Posts: 548
    • View Profile
Re: UI design (WIP)
« Reply #17 on: October 09, 2017, 01:43:34 PM »
You're the only regular poster, Krice, and you don't have anything to show for decades of this horseshit. As for me, it's true I don't have any personal projects that I would like to promote and I am not interested in discussing anything else I am involved in with you and whatever dipshit comes in here off reddit.

I give someone a better run down than they're likely to get elsewhere on their game project, which is never going to be anything but a couple of bitmaps on imgur anyway, and I gotta deal with your dumb ass arguing with me, telling him he can put the Dow Jones industrial average in his game interface or that his game has to have bananas to be a roguelike or whatever stupid shit I didn't even bother reading. I'm "trolling." I guess on the Krice forum, that's what this is.

Slash

  • Priest of Roguetemple
  • Administrator
  • Protector of the @
  • *****
  • Posts: 1128
    • View Profile
    • Slashie.net
    • Email
Re: UI design (WIP)
« Reply #18 on: October 09, 2017, 02:21:42 PM »
This isn't Krice's forum tho. This is roguetemple, with 10 years old rules of behavior that we all ought to follow.

Mushroom, your behavior in this thread is unacceptable. You have been a member of the forums for a long time and I consider you have valuable things to share, please don't be like this - you can do better.

If there's any instance where you feel Krice is going against the rules of behavior, please report the post and the case will be evaluated.

mushroom patch

  • Protector of the @
  • *****
  • Posts: 548
    • View Profile
Re: UI design (WIP)
« Reply #19 on: October 09, 2017, 10:25:45 PM »
Sure, I can do better. But it is the Krice forum. He's the only regular poster. Those rules, to a first approximation, say nothing more than that you have to deal with Krice in a civilized manner.

Why do you think anyone is going to "do better" when their reward is they get another Krice comment to look at? That sort of self-flagellation hasn't been getting a lot of takers, has it?

Krice

  • Protector of the @
  • *****
  • Posts: 2059
    • View Profile
    • Email
Re: UI design (WIP)
« Reply #20 on: October 11, 2017, 06:30:35 AM »
Why do you think anyone is going to "do better" when their reward is they get another Krice comment to look at?

It's not good for you to hang out with us creative people. It's like me trying to hang out with spanish women volleyball team.

mushroom patch

  • Protector of the @
  • *****
  • Posts: 548
    • View Profile
Re: UI design (WIP)
« Reply #21 on: October 11, 2017, 11:45:24 AM »
Sure, Krice.

Now that we've gotten all this nonsense out of the way, it's time we discussed my consulting fee.

AgingMinotaur

  • Protector of the @
  • *****
  • Posts: 749
  • Original Discriminating Buffalo Man
    • View Profile
    • Land of Strangers
Re: UI design (WIP)
« Reply #22 on: October 12, 2017, 06:37:13 AM »
Sheesh, these threads. For what it's worth, I don't think flaming Krice solves anything. It's like we used to have a resident troll – now instead, we have a two headed ogre that argues with itself. OP was also pretty quick to lose his temper. Bear in mind that we don't know anything about the light mechanism in your game ;) Also, the text in those mockups is uncomfortable to read because of the vertical spacing. It's something we see a lot in libtcod games, where the defaults are set to render as pretty maps rather than legible text. When you finalize the UI, that is probably something you want to keep in mind.

Other than that, the mockups look nice enough. I instinctively feel like the HUD is taking up quite a lot of space, though, and would ideally like all of it to fit horizontally OR (more likely) vertically. Some values may not be pertinent to show each turn (eg. stats), and some might get smaller widgets (eg. HSMLX). I'm not sure what PPSS stands for... I do like the fact that you display targeted enemy and hotkeys. But five letters is perhaps a bit short for hotkey descriptions – I can guess what "Heali" does, but not if it's a spell or a potion, for instance, and the whole point of displaying this would be that player should not be forced to guess, I guess?

As always,
Minotauros
This matir, as laborintus, Dedalus hous, hath many halkes and hurnes ... wyndynges and wrynkelynges.

Krice

  • Protector of the @
  • *****
  • Posts: 2059
    • View Profile
    • Email
Re: UI design (WIP)
« Reply #23 on: October 12, 2017, 09:51:40 AM »
I don't think flaming Krice solves anything. It's like we used to have a resident troll

I'm still repeating my point that if you have different areas in UI then you'll solve the "problem" of placing them by giving player the option to move or flip those areas. Like having message buffer on top or bottom of the screen. What is inside those areas was not the case here I think. You can always tweak them later, but making the decision about how to split the screen to different areas is the important one.

mushroom patch

  • Protector of the @
  • *****
  • Posts: 548
    • View Profile
Re: UI design (WIP)
« Reply #24 on: October 12, 2017, 12:36:00 PM »
"You don't have to design the interface if you let the player do it for you!"



I don't flatter myself that flaming Krice accomplishes anything. It's a purely libidinal impulse and outside of any amusement anyone else gets out of it, which I recognize is limited at best, no more useful than the equally libidinal posts of people with some photoshop mockup and an ambition to someday make a half-assed angband (going on 27 years, baby!) clone with their name on it. People who are after nothing more than flattery or, if that isn't forthcoming, a righteous bitch about how mean people are on the internet.

Maybe Slash throws out the two-headed ogre and says "Hey guys, come back, I'm moderating now!" Then we'd be back to high-fiving over stuff that mostly sucks and more voluminous indulgence of crap like the OP.