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ID:1124180
Jan 13 2013, 10:43 am
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I wasn't sure where to put this between this forum and the art forums. I decided here would be best, since we're talking about designing the HUD to be best. So, here's a vague-ish explanation, as some things in the picture are self explanatory. The health indicator just shows a white character standing there, when you take damage, it starts getting in a a bad condition. So, if you're like at 50% health, it will be pillow shaded red. For the spell slots, you click one, and you're allowed to choose which spell corresponds with that slot. When you press the numbers 1,2, or 3, your current spell is equal to the slot corresponding with that number. To activate your current spell, you just double click anywhere in the map. |
The gray border all around the entire screen. First there is the thin blue one for the window, which is what windows does, then the thick gray border, then statistics connects into it at the top right and you've got the spell slots touching it, etc.
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That's temporary. :P I just placed that there because I couldn't stand looking at a white border while playing the game. The finished version won't really show much of it, anyway.
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In response to GamerMania
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As an alternative, why not use the entire window space as opposed to leaving a half-inch of blank space around it?
I'll give my overall critique in a minute; kinda distracted for the minute. EDIT: [X] means remove or minimize whatever is [X]'d. 1. The statusbar on the bottom has to go. This may just be a pet peeve but I find them useless, ugly, and all-around stupid to include in any game. 2. Remove the menu on the top unless you have plans for it. Even so, I'd suggest not using it because it doesn't look good on a primarily dark UI. 3. Your health meter idea is a noble concept, but you're going at it wrong. Those kinds of health meters are generally difficult to do /properly/ and are best avoided. Not to mention it doesn't go well with your interface or your "HUD" at all. Especially having another meter right below it. 4. No. No. No. No. No. No. No. Get rid of the stat control. They're right up there with statusbars on my list of worst things BYONDlings use. There's a 0.4% of them being used properly and even so there are better ways to go about them. Especially when you're using it to whore-up verbs and the likes. Macros. Please use macros. 5. I don't understand what the giant number 10 is for but it looks severely out of place and awkward. Perhaps make it smaller and label it or something so I could know what it's for? 6. Work on your HUD. Call me out if I'm wrong, but I doubt you made those HUD icons, and if you did, why the hell would you use gold/light colors and have the rest of the interface in black/greyscale? I'd suggest framing your HUD as well so the bits and pieces aren't just floating around the screen so obnoxiously. Overall, you have a lot of work to do. This is no better than the average poorly-made interface that most BYOND games have. I highly suggest looking into using solely screen-based elements(including a screen-based chat) and macros. Otherwise I see this falling into the same pit of mediocrity as most fan games and anime games. Regardless, I wish the best of luck on your endeavor. |
Having a chat input that activates and deactivates when you press enter isn't really "clever" ...it's standard in pc games as far as I can tell. It's very easy to do in BYOND as well, since winset() allows you to give (or remove?) focus automatically
I definitely agree that the default stat tabs are not a great idea. Things on the screen should always show the same thing and it should always be vital. You can always have windows that pop up for more detailed information or interaction, like a GM window |
In response to Magicsofa
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Clever wasn't the best choice of words. Ambitious, rather, given that so few BYOND games bother with it.
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In response to Kumorii
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I frickin love your image representation. You took all my points, plus the points I forgot to make, added a couple more, then made them even better than I did. I applaud you for that. GamerMania, listen to him. This is what nearly everyone is going to tell you, so probably best to make a reply with an improved version if you want some new critique.
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Thanks, Todd.
Also, add me on the pager. I stopped using my web MSN so I miss talking to you. </3 |
In response to Kumorii
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The 10 is FRAPs, which I see running on the task bar. It's just displaying the FPS of the map. It's not actually in the game.
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Alright, 2 things, Kumorii. Thanks for your input, I want to make the interface as good as possible.
1. If I delete the statusbar, how will people know who's on the screen? I can't use in-map nametags, as that would ruin the RP immersion of the game. 2. The health system is made so that there is no HP, really. How would I go about creating a bar for this? |
In response to GamerMania
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GamerMania wrote:
1. If I delete the statusbar, how will people know who's on the screen? I can't use in-map nametags, as that would ruin the RP immersion of the game. And the status bar doesn't...? |
The text is worse than the statusbar was what I was saying. The reason I used the SB was because I really didn't know what else to do. Players would be pissed pretty easy and eventually ragequit if you had to click other players to find out their name.
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Usually if there are not names under or above the people then they are identified by their icon, right clicking them, or maybe seeing a chat bubble above them when they speak.
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Yeah, making sure that players can look unique is definitely going to be important. Most BYOND games have you look exactly like everyone else, but with different hair and clothes.
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In response to GamerMania
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So you're gonna have multiple base icons? It's a good thing to do, but you're gonna increase the workload on the one making the artwork for the items.
[EDIT]If setting the players apart from potential mobs is the issue, I'd personally just focus on making NPCs look unique, which should be done anyway. |
I took a slight step up and followed some things said on this thread. Implementing more of these ideas later, so this is kinda WIP.
http://imgur.com/a/R8LPp NNAAAAHH wrote: So you're gonna have multiple base icons? It's a good thing to do, but you're gonna increase the workload on the one making the artwork for the items. Nah, I may just have different head shapes. I also might make a chubby base. |
While I'm no expert at all when it comes to design, I do have an idea.
You say you think it would ruin the "immersion" by placing a nametag on a player, and that's the reason you use the status bar. I see you made a sort of HTML popup to fix that, but I have to ask how that is any more realistic than a nametag? There's literally no difference, players aren't going to assume the text is literally floating in the air in-game. If you want to make it as realistic and roleplayish as possible you could simply make players anonymous. I've yet to see a game that does this properly. Their name in chat will show up as "Player #1" or perhaps something like in Mitadake High where your name is determined by physical traits (Boy with blue hair). Yes, it would be confusing, but assuming you can make enough icon variety for players to actually be distinguishable it would make for some interesting gameplay mechanics. It'll be almost like in real life where you actually remember how someone looks and determine their identity like that, and it would allow you to for example disguise yourself as another player - something you could incorporate in polyjuice potions, for example. |
In response to Shaoni
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If that idea is used, OOC should use keys, there should be no way to determine what key belongs to who other than knowing the player outside the game, and as for close range messages those would be in character so your idea would work.
I don't personally think that is necessary, though. Why not just have the players easy to tell between by appearance, and let them introduce them selves? Plus, that offers the opportunity to become well known. You know the whole "The scar on his face... He must be [name]". Going by appearance for name could result in duplicate names too, since Mitadake High was small scale it was okay but I doubt this is intended to be so small. |
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A: Have a window come up over the map when you press a macro or click a button, can be your own custom window or that same statistics.
B: Use maptext and other HUD objects to display things better, and all over the map.
Also, in conclusion, what is with the gray border? It just looks weird, plain, and boring.