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, 10 months ago

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

Scott_AW 17 years, 10 months ago

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

Kairos 17 years, 10 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, 10 months ago

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

Scott_AW 17 years, 10 months ago

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

omicron1 17 years, 10 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, 10 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, 10 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, 10 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, 10 months ago

I hate imageshack, and lots of people here do.