Plan for Rob "Scar" Parton
by Rob Parton · 03/29/2005 (10:50 am) · 12 comments
Alright, I admit it. I'm an interface whore. I really am. There isn't any kind of interface I don't like to design, though I'm really not sure why. FADE is giving me a good chance to come up with an number of designs. FADE is my current project, which seems to be turning into a chapter-based RPG. It seems to be coming together more in a console style but I don't mind that really.
My biggest problem is somehow translating a very simple interface design to PC without it becoming cumbersome. I suppose a visual example will show what I mean by that.
Combat Interface 1

This is the basic combat layout. The bottom left contains all the player information (currently only one but I need to bump that up to a total of 3 in combat at once), the menu on the bottom right, the current target list and the help bar. The four main options (Attack/Skills/Runes/Inventory) all have their function assignments that move you to the next combat menu (or targetting, depending), while the player can create 8 ability shortcuts for each character (which are assigned 1-8)
I personally like how simplistic it is. At least, ignoring the shortcut icons (I am definately not an artist.) However sometimes I wonder if it's too simple. Outside of combat there really isn't much on the screen that isn't actually the world, aside from a theoretically tiny menu in the bottom right. Sometimes if I didn't know better, I would think that removing the mouse from use in the game would be way easier. I personally prefer using a keyboard to play games, though I guess I could use the mouse as a kind of "camera control" device...
Perhaps I should ask that. What do you think is the best UI? I know I prefer simple, but are there ways to improve a simple UI and make it look better? I'm pretty partial to the layout I've done above (though there is an addition or two that i still have to add and script up for it).
Wow, when I reread this it seems so jumbled!
My biggest problem is somehow translating a very simple interface design to PC without it becoming cumbersome. I suppose a visual example will show what I mean by that.
Combat Interface 1

This is the basic combat layout. The bottom left contains all the player information (currently only one but I need to bump that up to a total of 3 in combat at once), the menu on the bottom right, the current target list and the help bar. The four main options (Attack/Skills/Runes/Inventory) all have their function assignments that move you to the next combat menu (or targetting, depending), while the player can create 8 ability shortcuts for each character (which are assigned 1-8)
I personally like how simplistic it is. At least, ignoring the shortcut icons (I am definately not an artist.) However sometimes I wonder if it's too simple. Outside of combat there really isn't much on the screen that isn't actually the world, aside from a theoretically tiny menu in the bottom right. Sometimes if I didn't know better, I would think that removing the mouse from use in the game would be way easier. I personally prefer using a keyboard to play games, though I guess I could use the mouse as a kind of "camera control" device...
Perhaps I should ask that. What do you think is the best UI? I know I prefer simple, but are there ways to improve a simple UI and make it look better? I'm pretty partial to the layout I've done above (though there is an addition or two that i still have to add and script up for it).
Wow, when I reread this it seems so jumbled!
About the author
#2
I want to get at least a combat prototype done in the next few weeks though.
03/29/2005 (11:07 am)
It's both functional and prototyping right now (if that makes any sense). The UI layout is all made (originally photoshop prototype and then cut out and dumped into a gui), and some of it is linked up to work (the player stats, for example), but that's about it really. What I need to work on is setting up the main player stuff now (inventory, abilities, etc). I've had this project in the works for years (literally), I just haven't had a way to do it the way I wanted to, until now. Lots of work to do still (I've been slowly typing out my design document from my ancient binder of crap lately), and I have no time schedule but I'm enjoying doing it.I want to get at least a combat prototype done in the next few weeks though.
#3
03/29/2005 (11:09 am)
Wow that does look real nice. Keep at it!
#4
03/29/2005 (11:17 am)
I like it!
#5
03/29/2005 (11:53 am)
looks good!
#6
03/29/2005 (1:23 pm)
Man, thats hot. :)
#7
03/29/2005 (2:58 pm)
Rob you can be my interface whore any time you want....it looks like you give real good gui ;o)
#8
03/29/2005 (3:06 pm)
Hahaha, thanks a lot dudes! The encouragement is always appreciated!
#9
03/29/2005 (5:33 pm)
mmmm I really like the item shortcuts and command list does it work? I've been tryin to make somethin similar
#10
Is the Help at the top toggleable? What's with the very thick right border on the commands area?
03/30/2005 (1:03 am)
I really like it. My general rule of thumb w/ interfaces is to keep it as minimalistic as possible. If it doesn't need to be shown at all times, don't put it there.Is the Help at the top toggleable? What's with the very thick right border on the commands area?
#11
@Michael: I totally agree with you. My main layout (outside of combat) is very minimal, with about 3 things on screen (possible actions, stats in the corner, and the main menu button).
The Help is toggleable, yeah. And it only shows up when you're in menus as it is right now. The thick border is actually a scrollbar for when the list grows beyond four, but I don't think I'm going to need that (as I have a sub-menu I'm thinking about for other options)
03/30/2005 (7:24 am)
@ Ed: Right now the GUI stuff is done but I'm working on the actual combat turn stuff, so it should work, relatively shortly, I hope. The item shortcuts work and are customizable in the Options.@Michael: I totally agree with you. My main layout (outside of combat) is very minimal, with about 3 things on screen (possible actions, stats in the corner, and the main menu button).
The Help is toggleable, yeah. And it only shows up when you're in menus as it is right now. The thick border is actually a scrollbar for when the list grows beyond four, but I don't think I'm going to need that (as I have a sub-menu I'm thinking about for other options)
#12
03/30/2005 (10:07 am)
That is a very slick looking interface. Reminds me of the FF games ;).
Torque 3D Owner Pat Wilson