Take Two, Interactive (Devlog#06)

Posted by omicron1 on June 1, 2007, 6:34 p.m.

So, after the suggestions of the previous blog, I have prepared a new, improved interface for you to critique.

It features the following improvements/changes over the previous version:

* Backgrounds faded/darkened for open panels

* Resource bar text in white

* Black lines in build bar changed to red wood

* Tech panel/unit panel indicators altered (TEMPORARY!)

* Border added to minimap

* Damage type icons spaced further apart, shadows added

Things I'm definitely going to do (so don't suggest them):

* Add "button" look to remaining icons

* Improve panel indicators

* Improve minimap border

Also, which icon style do you like better for buildings?

(cartoonish or realistic)

Introversion's Subversion project is amazing. Basically, they've built a procedural city generation tool, which can also be modified to do other tasks. It's interesting. Go look at it.

Comments

Kaz 17 years, 6 months ago

I'd say realistic, but I'm not that great with design and style =/

Scott_AW 17 years, 6 months ago

I can understand what the cartoon one is faster then the reaslistic icon.

Kairos 17 years, 6 months ago

You don't want people figuring out what the thing is that they're gonna click on, hence cartoonish is better.

Amarin 17 years, 6 months ago

I like realistic, it's more of an aesthetic thing.

Scott_AW 17 years, 6 months ago

You could also put the realistic one over a contrasting background to make it stick out more.

omicron1 17 years, 6 months ago

The real problem with the realistic one is that it only works for buildings which are both small and easily-recognizable. For proof of this, I refer you to the three left-side icons in the topic screenshot besides the well - they aren't very recognizable, and that's the problem.

DesertFox 17 years, 6 months ago

Go realistic. The reasons are thus:

It looks better.

It matches.

Recognition is not a problem.

The third point is true because once you play for a while, it will grow easier to tell what is what, simply due to exposure. They will become familiar, and the placement will be subconsciously memorized.

omicron1 17 years, 6 months ago

Problem is that learning stage. Just about … oh, 100% of gamers like short, shallow learning curves. And a whole bunch of identical-looking, hard-to-see buttons… really doesn't help.

Juju 17 years, 6 months ago

Omicron1, I'm really impressed by the way you've listened to us on the interface design. Not a lot of people would go through the trouble of bothering.

Amarin 17 years, 6 months ago

I hate imageshack, and lots of people here do.