Hey, so I just implemented a new shop item category, so here’s the deal. The main thing you can buy are bowling balls, in which when you go to inspect one there’s also these two bars that appear on the screen, Hook and Length, that indicate the ball’s performance. However, when the player goes to inspect other items that are not bowling balls, these bars disappear, and I just wondered if there’s something I should modify for when they inspect those other items to make the UI look nicer.
I think the UI looks pretty nice and simple. Maybe a cool idea could be to have viewports of the objects and script them to spin. Anything thing you can do is add rounding or something similar to give the UI a more soft feel. Otherwise this is looking really good and I’d love to see how you progress with the UI!
Hope this helps!
Do you see any room for improvement on the screen with the pins though? I could like, collapse half of the description box down to cover that empty space, or I could resize the buy button to make it symmetrical. Not really sure, it feels like it needs something to take place of the hidden Length/Hook meters.
To fix this, I would make the item bigger, the BUY button smaller and centered with the item, and the description box less large. Here is an illustration I made to show you a bit what I mean: far from perfect but I hope it can help
While this can look appealing in some cases, it doesn’t in this case due to the fact of all the extra space in the bottom right it doesn’t look appealing to move the description.
Well, for his bowling ball he would have the stats there, so there won’t always be free space. I thought this would be a solution if he wants to have only one UI that works for both situations. Else if he makes 2 different UIs then it is a different story.
There is always a place for improvements, I brought an idea that might not be the best but it is a good start for the discussion.
I messed a bit around trying to find something that fits but it isn’t as easy as it seems , it takes some thinking and many tries before getting to a good design.