So I am making a PVP game and this is an example of what an item would look like in the shop! The item being shown is the ‘Wooden Club’ for instance. I just wanna know what I could improve. Thanks
Image
Make the image of the wooden club bigger. Good icon tbh. I rate it a 7/10.
Hmm… 3/10 from me. Looks a bit… weird.
As well as that, your colons have a space before them. I recommend that you remove the space/never put a space before your colons
Is: “Item name : TestName”
Should be: “Item name: TestName”
I would suggest that you extend the bottom labels/buttons.
There isn’t much contrast on the whole UI, I would suggest playing with the sizes of the labels, fonts, text size, text color, etc. Overall, I do like it but there is room for improvement.
I would suggest adding the same yellow outline that’s around the entire icon to the multiple buttons as well, it would help the flow of the icon a lot, as right now the buttons look a bit too basic. You could also add some shadows to the buttons as well. Overall, a decent icon but there is lots of room for improvement.
It’s good but it’s very generic, as others said, make the item image the highlight of the icon and display price in a simple, easy to read way that flows with the rest of the GUI.
I thought I’d put this together to show a couple of ways you might be able to improve any UI work.
There’s lots that you could do to add detail, texture or visual interest to this menu. But having not seen the rest of the game and shop, I wouldn’t want to suggest much.
The only real problem with this, is in how the information is grouped. So here’s what I’d had a look at, and why:
- Currently, the typographic hierarchy is hard to distinguish, because you’ve used a lot of different font sizes. Ideally you’d try to only use a few in any one view. Any other variations could come from using different weights (which isn’t possible with Cartoon, but maybe gives more reason to use Source Sans or Gotham, instead?). This is important because it tells me what I should be reading first, what is most important, and what content is grouped together.
- All of the labels sit on a dark background, even though they’re not pressable—everything looks a bit like a button. So I’ve split the two actions to sit side-by-side at the bottom, both of which keep their button-like appearance. Ideally in a UI there is one primary button, which takes visual interest. In this case, I’d assume that buying would be the most important.
- It seems strange that the price and currency type are split across two rows of information, when they’re talking about the same thing. I’ve brought this into one little area of content, with much smaller labels for the eye to have to scan over. Also, maybe you could use an icon of a gold bar or coin here instead of the word “gold”, if they’re used elsewhere in your game?
- The same has been done to the damage stats, to give balance to the screen and make sure the menu doesn’t extend too high, given that I’ve also emphasised the price and damage numbers.
I hope this was useful!
Ye that is really cool and dope.