I recently did some UI reworkings for Redshift: Arena, adding in button sounds & effects, as well as completely redoing the actual main menu. I also created an armory screen that’s inspired by Halo: Reach’s system that I feel perfectly reflects how my game’s customization is going to work, and by extension, a new ranking system. The Unreal Tournament 3 & 4 thumbnails on the main menu will be changed here pretty soon, I just have to make some new thumbnails first.
I also made a HALO 5: Guardians-inspired play menu, which more or less is almost 100% identical. I’ll be changing it in a couple days so it’s not the same almost. I’m bad with UI, so taking inspiration from other games is what I do most of the time. I think it’s a bad habit, but is one I’m willing to change in the future.
Would like to hear your thoughts on it, and any changes I could make to it. I hope this UI is better for UX, as I’ve gotten previous replies about how the attention isn’t focused on the Play button, and I hope this time around, I’ve solved that issue. There is a slight bug involving the armory where the Info pane shows up for any category you click on, which will be changed in the very near future.
There’s just a ton of buttons. As a player I would have to spend a few seconds just looking for the play button, which would not be a good experience. I don’t think I would personally use much if any of the other buttons because I wouldn’t want to read and navigate them all.
And I’m 17. Imagine what the 9-year-olds on here think…
Not entirely sure how I could solve that problem, unless I put all of the things not related to actual gameplay or customization into a single button called “Extras” and then open up the pages from there.
I just did another update to the main menu. The more important aspects of the menu are highlighted in yellow while everything else is white. Let me know what you think.
If you’re looking for a solution as to making this form of grid layout work reasonably smoothly without having to manually place everything, what you can do is nest UI layouts and constraints inside of each other. Rather than trying to explain it and possibly confuse everyone, I’ve simply made a quick and dirty example GUI to show what I’m talking about. ReallySimpleDemonstration.rbxl (22.0 KB)
It’s not great, but it should give you ideas and ways to think around scalability and consistency.
I’d also make “Quickplay” something you get to by clicking the Play button - a logical flow would be to click on Play to access the playlists.
I can totally understand why you don’t want to use UIGridLayouts. I personally don’t like using them all that much because you can’t make layouts have consistent padding throughout.
Oh yeah, this one looks way better. It’s not information overload and I can actually see the play button. Also, I like that you’re including a background picture, that’s a great way to showcase your game to new players.
If I had one complaint, I would just say to change the color of the play button or make it bold or something. That way, it will be easier for players to get in to the game.
Edit: You might want to move the shop higher too. Gotta make that sweet sweet money.