Thoughts on player info board


#1

Just wanna get thoughts on how it looks. Ignore all the random numbers and whatever, purely just to get an idea of sizing and text scaling.

I know there’s a lot of white space towards the bottom. I have been told to make the rest of the text larger to fill that space, but I might put something else in that white space, not sure yet atm tho.


#2

In my opinion, I find it kind of easier as both a developer and a player to use a GUI to find out information about a player. Also, small thing but you should add a space between the stats like the killed/deaths ratio (K/D: 10 looks better than K/D:10).


#3

As well as what Qxest said above, I’d argue that the monochromatic colour scheme you’ve adopted makes it quite boring. Personally, there is something off-putting about an excess of grey and black. I would advise using green/blue for kills, red for deaths, etc…

On that note, it might also be advisable to have a semi-transparent background to the SurfaceGui. For example, mountains or hills as you might see in the opening title of a video game. Of course, that’s just aesthetics though.

Finally, there is a punctuation error you made: “BUGS WILL OCCUR!!” there should not be two punctuation marks at the end of a single sentence.


#4

I think that could just be the SurfaceGui’s property of LightInfluence. I’m sure he was implying more of the layout instead.


#5

Plus, I think the Level indicator is a bit offset. Its hanging off the edge of the XP bar.


#6

Try changing the LightInfluence of the SurfaceGui to something closer to 0.


#7

RobloxScreenShot20190102_094334692
Setting it to 0, or really any lower than 1 just makes it too bright, making the level invisible


#8

Funny. I think it looks awesome like that :thinking:

Also you can just change the color of the level text.


#9

More contrast makes it easier to read; more color variety would be nice. Also, the K/D ration numbers should also have a / or : in my opinion instead of just the two numbers (1/0 or 1:0 instead of 10)


#10

That’s not how K/D ratios work. It’s suppose to signify a percentage, being 10 (10 kills/0 or 1 deaths)

So obviously if a player had say 25 kills, 22 deaths, it’d say 0.53


#11

I feel the grey background is a little dark maybe a slightly brighter grey?


#12

Not a big fan of you using that as opposed to a regular ScreenGui and I think you should consider changing the color theme and styling it a little differently.


#13

Would take up too much space on a players screen as a ScreenGui


#14

Maybe a little arrow to toggle? Or you can hit tab for it to pop up or something like that?


#15

I don’t know why, but in my mind, I think it would look great with the level indicator being a yellow’ish color.


#16

I feel like the stats and such are leaning more to the left side and looks a bit off?


#17

Yeah, I would say just integrate it with more of a more of a side arrow or a Hamburger Menu at the bottom of the screen (Hamburger Menu in case you don’t know what it is) Or even better, just have that board launch a UI if you are afraid of clogging up the player’s screen.


#18

Alike to what many people said above, I believe that having it as a board isn’t a really good idea, but rather, to have it as a gui.

You can easily make a button that flips that gui out of the side or something, with an x mark (or something), to flip it back to the side.

Also, try to fit it to a different color scheme. Right now, it feels all over the place. The grey background should be switched to perhaps a lighter shade of blue. The Twitter text, and the “game is currently in demo” texts should be a lighter color of what they already are. A lighter red, and a lighter blue. But anyways, the arrangement of that UI actually looks pretty nice! Overall, I’d just suggest a more appealing color scheme. I’d suggest to keep the main ones as yellow/blue. The background would be a lighter grey/white or blue color, and the exp indicator as a yellow.


#19

The red is a little bright, I’d say use a darker red or move it more in the orangeish range.
Other than that it has quite a lot of blank space and the monochronic colour for most of it just ruins the feel.
Depending on the theme it could work; f.e. it wouldn’t work in a cartoonish themed game as it’s too bland although the colour would fit with a medieval themed game.


#20

Well I mean the game is medieval themed :sweat_smile: