I've been working recently on creating custom interface designs in photoshop, I really don't like the generic layout that most byond games go for (Map:Top Left, Info:Top Right, Output:Bottom Right).
I'll update this thread as I go, and of course your feedback is always welcome.
#1. Dark Interface 01
Version_001: http://puu.sh/2FOYT
Version:_003:
Apr 23 2013, 7:08 pm
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It's ok, it's dark you can't really tell they are buttons as it just blends in... especially the World Part Guild and Trade buttons.
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The colours looked great when it was against the dark grey background of photoshop, now that it is against a light background though, it does look a lot darker than I thought it would.
I'll be updating it with some HUD graphics before I move onto my next one, so I'll fiddle with the colours too and make the buttons a little more prominent. |
I like it tough I've always had a thing for dark interfaces like Photoshop CS6 and intelliJ Idea
http://www.jetbrains.com/idea/img/version12/ spring-frameworks.png |
I don't like the dark but that's me, I have always preferred blues for interfaces.
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Done a quick edit to brighten things up a little, I think it looks a lot better. I'll start working on some HUD graphics for this one later.
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It's a bit monchrome and that kind of makes all the information hard to read and distinguish. I also wonder if having abilities at the top is a good idea since that is kind of awkward if you need to use them rapidly. I also don't know that I would want 20%+ of the screen dedicated to chat- that's more screen than vital info gets!
I recommend pushing vitals and skill to the bottom and have the chat as a collapsible or see through on the right side (inventory would cover it if open). Should free up some display space. |
I was going for a monochromatic colour scheme, however I think I will go for some nice bright colours next time.
The idea with the Spells and Skills was that you can only have 4 of each active at any time, and they would be initiated with a keypress. Having them at the top seemed to fit as you could just glance up to see which ones you had active. I usually have at least a vague idea of how the hypothetical game would work before I start on the UI, but it didn't seem right to add that info into my post. I've never really created a chat system that was Hud-based or overlayed the map, perhaps that's why I don't usually consider it when I create a mock-up interface. The chat section was all I originally intended on creating as I wanted to come up with something that could utilize Ter13's Image-based Scrollbars, however I just kept adding onto it. |
In response to Danny Roe
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I've always thought a consistent color scheme was usually the best, and when you add your map to the interface what you'll find is that it makes the interface stand out more than it does when you look at it plainly like this.
Still, with that said.. Sometimes it's good to use a couple of complementary colors, one as your main color and another that is slightly faded and can be used for boxes or anything that's supposed to appear a little sunken. Then for titles and important aspects to use one or more contrasting colors. That is, contrasting with your main color. Like this: Main Color: Very Dark Grey, Secondary Color: Light Grey, Contrasting Colors: Lime Green, Sky Blue Just my two cents. |
It seems like there could be a much more elegant way of displaying information that is more long-lasting.
For example, in World of Warcraft, I don't really want to stare the level I'm at in the face, yet it is always on the screen... In your design, it's right there, taking up a large portion of space and kind of the first thing your eyes are drawn to. This would make more sense for a game similar to League of Legends where your character's level starts at 1 every time you begin a match, and you level up gradually during the match. In these cases, your level reached is different every match, and it might be a lot more important to know what it is at all times. In a game where level is more persistent (saved between gaming sessions), you might want this a little more out of the way... as the player is more likely to remember his level the next time he plays anyway, and this portion of the screen could be better used for more immediate and important information, such as health. |
+1 for trying to type under the influence?
Yut Put wrote: That's almost exactly what I was thinking, but I wasn't sure if he was asking for design tips or art tips or both. I also didn't know how to word it, lol I intend on only designing these interfaces, however I may end up creating them on a whim with DM, so both artistic and design tips are more than welcome. I do beleive that without some form of map, these interfaces will look extremely bare, especially when it comes to HUD elements. I feel that these mock-up interfaces will at the very least progress my own abilities, but hopefully inspire people to make us of DM's updates and break away from the traditional layout. |
In response to Danny Roe
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Danny Roe wrote:
but hopefully inspire people to make us of DM's updates and break away from the traditional layout. Hopefully, but the majority of games here that are popular have children as "coders", they don't know DM well so getting them into interfaces isn't going to work.. unless someone makes a video tutorial haha. |
In response to A.T.H.K
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A.T.H.K wrote:
Hopefully, but the majority of games here that are popular have children as "coders", they don't know DM well so getting them into interfaces isn't going to work.. unless someone makes a video tutorial haha. Albro1 is currently creating some Video Tutorials which I personally believe will be of help to many people that are interested in DM as their first programming language. While he intends on running through the DM Guide, I do believe that a video tutorial covering the base elements of an RPG for example, could be very beneficial to a lot of people (namely the younger users). I have noticed that this seems like a copmplete joke and waste of time to a lot of people, however there are actually many that will learn more from video tutorials (some friends and family included) better than reading the guide. Personally, I'd rather watch a tv show/movie rather than read the book. Myself (and many others) are capable of coming up with designs that break the "traditional layout" of BYOND games, and I'd very much like to see more games do such a thing. |