Need Advice on Giving these GUI's more 'UMPH'!

Its based on a novel series that im writting. Set in a mythos story universe of my own devising.

wow now a novel? what else can you do? fly? xD

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Well… yeah. I am a magician. :stuck_out_tongue:

Wow , very good UI. Looks like UI from old RPGs. My suggestion : You can add more contrast in spell book. Also you can add frame for spell icons. Good luck with game!

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Honestly, more than critiquing the UI, I want to emphasize how excited I am to see this game come to life. Everything looks and sounds AMAZING. Only suggestion is to make the text more readable, apart from that it’s perfect imo.

Wow. I’m really flattered and surprised by all these compliments :flushed: Idk what to say.

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I have done as you suggested :stuck_out_tongue::

I aslo cleaned up some of the text, and made it more uniform, aswell as bigger.

Looks good, though I’d lighten the icons a bit further to increase the contrast.
I forgot to clarify that I meant that it might be good to do away with the equipment text labels with the blue ribbons entirely, which should make the interface look more polished. Right now the way the blue ribbons “leak” out of the equipment area is a bit off-putting. If players really need clarification on what each slot is, some text that pops up when the mouse hovers over the respective slot should do the job.

To indicate that some clothing includes both upper and lower clothes, create something like a secondary border that surrounds both the upper and lower equipment borders. Could even have it highlight a little when the appropriate clothing is held over it to tell the player that the equipment will apply to both parts if they drop it there. Actually, applying that highlight effect to all equipment slots may help improve UI intuitiveness.

It’s not strictly GUI related, but is it possible to make all pauldrons ambidextrous? I think it would improve the shop and equipping mechanics flow. They don’t need to be symmetrical along the X-axis as long as the appropriate model is loaded depending onto which shoulder it’s applied.

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Ahhh okay. You might be right about the ribbon identifiers. I’ll give it a try and give you a hollar.

I’ve thought about color coding all the specific areas, including on the tool belt… and the borders of the item icon’s will tell you where to put them. That might save some space in the item description too.

I’ve thought about also changing how the item description pops up… maybe a panel on the side appears with the item info? Idk what your thoughts are on that.

onto the pauldrons. Do you mean make pauldrons sets in general? I might be able to do that… but it kinda goes against the fluid whatever you want customization options I was going for. I’ll think about it though.

I really appreciate your advice. Any and all criticism is suuuper helpful! :slight_smile:

How does that look?

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Looks neat. What I meant for the pauldrons is to make it so that you don’t have to but separate left and right versions, and just make them be able to be applied to either shoulder. For most pauldron sets this would mean two separate assets, but I imagine that the game can be made to know to load the left or right version depending on which shoulder it’s applied to. This wouldn’t affect economy balance and would be a nice QoL change in case players want to swap which shoulder has which pauldron for whatever reason without having to buy another.

For the full outfit border, I meant that the extra (green so far) border would have its bottom edge extend down to encompass the both the shirt and pants slots, like this:

On second thought you could increase the gap between the two and fit a third “full outfit” icon in the middle, like this:

I suppose if a full outfit is equipped, the shirt and pants icons would have some sort of symbol signifying they can’t be equipped, or you can utilize what you have now and have both borders turn green as well.

I’ll probably just make the lower icon turn darker and a tad transparent to signify it is not gonna be in use. And i really like your idea with the pauldrons. That way, you can put it on whatever shoulder, but if you want one on both shoulders, you have to buy another on! Brilliant! :slight_smile:

The green border of the full set does cover the blue border of the empty upper body icon.
Some more examples:

I guess that works if it’s color-coded anyways. That empty space to the right could definitely fit a nice item info panel with stats and maybe even a lore blurb. Other than that I don’t really have anything else to suggest.

Does this look better pulled out like that? The toolbetlt?
I have an idea for when you enter the gui, and leave it visually pulls out and pulls back.

Yeah, that’ll look cool. Small details like that will do much for the game’s polish.

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https://gyazo.com/d25480e40881b5244e2a8324c9b9fe06

https://gyazo.com/32c5e816bebac5665196f9a5cab656de

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Looking good. I’d speed up the toolbar popout speed considerably though; as much as twice as fast even.

https://gyazo.com/aefc75c4340ecca6934f4b4e6eaf0fde

I’m also working on what you suggested in regard to the pauldrons. I’m also making it so that hen you click and drag items that go in the character area, it only takes one. I’m having to reorganize to accommodate this feature for the shoulders.

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This is the UI i just started making for the character selection slots. So you can have multiple characters. :slight_smile:

What do ya’ll think?

New toolbar speed looks nice, though I’d eliminate the short delay between the end of the wipe transition and when the toolbar starts to pop out. Minimize the time players have to wait to do their next task if there are no other game mechanics that would delay them otherwise.

Is it possible to have the character select instead show all your characters physically standing side by side?

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