Author Topic: New UI Concept  (Read 15727 times)

Cynwrig

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Re: New UI Concept
« Reply #30 on: April 16, 2007, 08:10:04 am »
I was rather fond of the arc stances :)
I dunno it just looks funny to me. Maybe it can have a "click to change style" like the menu bar in the game now.


Also, do you plan do to anything with that inventory space on the left?
Yea I noticed it looks so empty on the left, maybe I'll just cut that space out.
Oh and I also realized I forgot to add the horizontal lines to the Inventory window, guess I overlooked it.

Edit: Here is the .PSD with the bars added.
« Last Edit: April 16, 2007, 08:18:10 am by Cynwrig »
Aldarion "Shadowfax" Celeblasse - The Calen Vakhar

Rongar Elani

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Re: New UI Concept
« Reply #31 on: April 16, 2007, 08:18:17 am »
Hey!

You're doing great a job with modifying, especially with the inventory. Just one thing though, I would KILL for an inventory, in which i wouldn't have to scroll down, to see all the items I am carrying. If you could make the slots smaller, or the window biger, so all slots would be visible at once, it would be great! Same goes for the slots in the furnace by the way ;-)
However, keep the good work up and good success on it.

                                                           A w a k e n!

Eliseth

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Re: New UI Concept
« Reply #32 on: April 16, 2007, 09:35:09 am »
Great work so far guys, really, this is the best gui for planeshift I've ever seen in my life ever :P I also liked the arc stance buttons. Can't wait for this to be implemented. Keep it up!

Ice_Stovo

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Re: New UI Concept
« Reply #33 on: April 16, 2007, 12:53:47 pm »
Great will be ability to be able to switch tab type. One will group items due to their location (Backpack, sacks, Backpack of your Megaras ...), the other mode will group them due to their use (weapon, armour, food, quest items). Purified glyphs will have separate category and clicking on their tab should open glyph combination dialogue.

BTW, congratulation for great work everybody, because PS current GUI looks really aged (it is not matter of skins).
Figis Bruzzo

Induane

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Re: New UI Concept
« Reply #34 on: April 16, 2007, 06:40:41 pm »
I've always thought it would be nice to name inventory as well - for instance if you have various inventory tabs it would be cool if they were locally editable so that it could be more easily managed.  I used to keep the various inventory tabs in Neverwinter Nights organized but there was no way to name them.  I had one tab for potents, one for armor, one for weapons, etc, and was always annoyed because I'd forget which was which.  Another option is to have the main inventory be simply 1 screen with no scrolling, or tabs, and to have a row of tabs along the bottom for the various bags you own.  (I see you have something similar started already). The more bags the more tabs, and being able to label your bags would rock.  I'd like an ore bag, my glyph bag, etc... :D

Karyuu

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Re: New UI Concept
« Reply #35 on: April 16, 2007, 07:23:39 pm »
I'm thinking about limiting the number of bags you can carry. In my opinion having one "backpack" as the biggest container, then a glyph pouch, and two regular sized sacks would work as a default. I don't want to have an unrealistically overloaded inventory screen with about 10 containers your character would have no idea how to carry :)

Thoughts?
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Ice_Stovo

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Re: New UI Concept
« Reply #36 on: April 16, 2007, 07:30:57 pm »
I'm thinking about limiting the number of bags you can carry. In my opinion having one "backpack" as the biggest container, then a glyph pouch, and two regular sized sacks would work as a default. I don't want to have an unrealistically overloaded inventory screen with about 10 containers your character would have no idea how to carry :)

Thoughts?
But your Rivnak, Pterosaur or Megaras should have some place to store items too
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Karyuu

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Re: New UI Concept
« Reply #37 on: April 16, 2007, 07:33:46 pm »
I don't think that should be in your inventory screen. Your mount is another entity with their own inventory.

*edit*

Test with smaller inventory icons:



I think 36 slots is enough :) Will put up the PSD as soon as I'm home from class. Cynwrig: can you name all the fonts used, by any chance? I think I'm missing one - probably due to my recent font cleaning.
« Last Edit: April 16, 2007, 08:27:30 pm by Karyuu »
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Nikodemus

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Re: New UI Concept
« Reply #38 on: April 17, 2007, 12:38:03 am »
Why this love to limited slots and unability to segregate, with wondering where is some free slot, to drop there and item? I fail to see what's advantage of such a system, besides ability to put different items into patterns you like.
There are many categories for items, like raw materials, aimal parts, ides, armor, food and so on. Items should be segregated with such categories under different tabs and then limited amount of slots seems pointless too.

Maybe i manage to draw it later, for the sake of arty stuff \o/ \o/



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Cynwrig

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Re: New UI Concept
« Reply #39 on: April 17, 2007, 03:40:39 am »
I like the smaller inventory slots. You won't have to scroll so much.

I started work on the stats and skills window as seen here:

.PSD
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Ice_Stovo

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Re: New UI Concept
« Reply #40 on: April 17, 2007, 05:48:18 pm »
faction should be in the stats window, but I don't like the fact it is in row with skills
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Narure

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Re: New UI Concept
« Reply #41 on: April 17, 2007, 05:53:34 pm »
Thats the way it is now. I think it should be after 'other'. Also having a bin in the invetory window is abit  ??? because in real life you can just evaporate things can you? There should be a way to dispose of items but it should be a bin in the plaza which is emptied into the stone mouth, the rubbish should stay in the bin for 3 days so scroungers can find stuff  :offtopic: :oops:. But yes, no bin in the invetory,

Suvok

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Re: New UI Concept
« Reply #42 on: April 18, 2007, 03:11:51 am »
Thats the way it is now. I think it should be after 'other'. Also having a bin in the invetory window is abit  ??? because in real life you can just evaporate things can you? There should be a way to dispose of items but it should be a bin in the plaza which is emptied into the stone mouth.

In the middle ages, I believe that there wern't bins around the place to stop littering, and I definitely don't think there were any Bin Collectors. I would have thought that it would only be people like the Octarchs or Vigsemi that have enough money to have their waste disposed of.

As most people in the medieval times just chucked their waste out of the window, I think the bin should just be a shortcut to throwing the item down on the ground. Maybe if you are around the Stone Head, you can chuck it in there.
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Karyuu

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Re: New UI Concept
« Reply #43 on: April 18, 2007, 03:22:14 am »
One thing I want to suggest to fellow artists or conceptors, is to not only make the GUI more visually pleasing but also slicker and smaller. In the Stats and Skills window for example there is no need for the character doll. A lot of the space can be consolidated, so that there is just the bare minimum of unused real estate. Consider what is truly necessary - do we need an online player counter by default? It's neat information, but you will have no real use out of it. Consider how training skills may be made easier through the skill window than a single Buy button. I am a bit distracted with other work, but I would love to see further progress here.
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Smith: No, My Lord. I am attempting to conceal it.

Raleigh

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Re: New UI Concept
« Reply #44 on: April 18, 2007, 04:26:41 am »
I think the character model could be safely removed from the inventory screen, and a generic body drawing could be there with the slots on each of the appropriate regions of it(arms slots on the hands, armor on the torso and so on). I know it's fancy and all, but don't we already have the character view from the game itself?

For me cutting down the model view(or perhaps the most more daunting task of putting the equipment slots directly over model, something I wouldn't recommend) would allow to make the inventory screen much more compact.