February 23, 2011

Quickie Screenshot: UI Changes, Dialogue Boxes

Still experimenting with various UI tweaks to see what feels and looks the best. I like this current one, although I think the health and energy bars should be a bit higher up. Then again, they don't obstruct anything or cause any issues, so it may be well and good.

I've also got the basic UI components for the dialogue boxes. They aren't functioning fully yet, but I'm getting there.


I'll be under a rock until next Thursday, as I've got a somewhat bulky paper to write over the next week, but I'll still be plugging away at game-related things; I just won't have a ton to post over the next week.

Thoughts on the UI changes? Let me know in the comments!

2 comments:

  1. This is my favorite iteration of the UI thus far. It's got some extra detail (the techy looking pieces) that make it look more customized and sexy than a bar, and the vertical and horizontal differences, while not being something I would immediately jump to as a good idea, I think are the best way to separate rage (something which goes UP, and therefore the general opposite direction of life and energy), and the living/activity based bars.

    It'll probably morph a hell of a lot as the game progresses, but I think it's on a good evolutionary track.

    NOICE.

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  2. Yeah I think it's important to keep the rage separate from the health and energy. But I still think the UI is too bulky. It's easy to see, but I don't think that it needs to be quite so "out there." It's functional, which is the important thing at the moment, so I'll keep pondering it. Thanks for the F-BACK!

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