GUI Suggestion
Posted: Sun Jun 17, 2012 8:52 pm
Hey all!
My apologies if this was already discussed somewhere else, but I couldn't find anything some hours ago when I started creating this post (and before getting distracted with Stephen Fry videos).
I like the game so far, but I want to make some suggestions regarding the user interface, since I have the idea some improvements can be made:
Firstly: rather than moving the combat-controls to the top of the screen I'd position them in the same area as the movement controls, so you keep your thumbs/fingers in the same area and don't have to cross the screen (thus obscuring the view). The reason I'm putting both controls on top of each other is that movement is blocked once you're in combat (as far as I've experienced).
Secondly: getting rid of the meters, they take a lot of space which can be used for other things. We can safely assume anyone with an android can figure out the various functions of numbers, so both a meter and a <current>/<full>-number display is just doubling the same information. If the purpose of the meter is to give a sense of urgency if the amount of health is getting low one could change the colour of the current HP (for example: white -> red (at a certain percentage) -> dark red -> black, although I'm not sure if that affects colour-blind people).
Thirdly: Just a minor thing, but the little flare/glow on the character once it's able to level up didn't cought my attention, hence I tried it with an arrow next to the character in it's info box.
Fourthly (is that even a word?): Track quests in the info-bar at the top
I made a mock-up with the above suggestions to visualise what I meant.


A = attack
Q = inventory quickslots (shown activated)
F = Flee
I = Inventory/quests/character (could also be doubled with the player character sprite/level up arrow in the lower right corner).
E = End turn
A portrait version:

(The quickslot bar might as well pop out to the top instead of to the right.)
As I wrote: this is just a mock-up, things I'd change if people want one or more advanced mock-ups are:
Unfortunately I don't have much programming experience, so I can't create a working example, hence I do it this way. (I might be able to contribute with pixelart and graphic design in general.)
Looking forward to your remarks and suggestions!
Edit: Gah... somehow I posted it in the Dev-forum instead of suggestions/ideas. My apologies! If a mod could move it I'd appreciate it.
My apologies if this was already discussed somewhere else, but I couldn't find anything some hours ago when I started creating this post (and before getting distracted with Stephen Fry videos).
I like the game so far, but I want to make some suggestions regarding the user interface, since I have the idea some improvements can be made:
Firstly: rather than moving the combat-controls to the top of the screen I'd position them in the same area as the movement controls, so you keep your thumbs/fingers in the same area and don't have to cross the screen (thus obscuring the view). The reason I'm putting both controls on top of each other is that movement is blocked once you're in combat (as far as I've experienced).
Secondly: getting rid of the meters, they take a lot of space which can be used for other things. We can safely assume anyone with an android can figure out the various functions of numbers, so both a meter and a <current>/<full>-number display is just doubling the same information. If the purpose of the meter is to give a sense of urgency if the amount of health is getting low one could change the colour of the current HP (for example: white -> red (at a certain percentage) -> dark red -> black, although I'm not sure if that affects colour-blind people).
Thirdly: Just a minor thing, but the little flare/glow on the character once it's able to level up didn't cought my attention, hence I tried it with an arrow next to the character in it's info box.
Fourthly (is that even a word?): Track quests in the info-bar at the top
I made a mock-up with the above suggestions to visualise what I meant.


A = attack
Q = inventory quickslots (shown activated)
F = Flee
I = Inventory/quests/character (could also be doubled with the player character sprite/level up arrow in the lower right corner).
E = End turn
A portrait version:


(The quickslot bar might as well pop out to the top instead of to the right.)
As I wrote: this is just a mock-up, things I'd change if people want one or more advanced mock-ups are:
- Replace the arrows and letters with pixelated versions and icons (saves translating)
- Remove the hero-sprite from the PC info box, maybe move it's details up.
- Fiddle a bit more with the info bar at the top, maybe integrate information of the PC box with it (in top left, with enemies at top right, like in beat 'm up/fighting games)
Unfortunately I don't have much programming experience, so I can't create a working example, hence I do it this way. (I might be able to contribute with pixelart and graphic design in general.)
Looking forward to your remarks and suggestions!
Edit: Gah... somehow I posted it in the Dev-forum instead of suggestions/ideas. My apologies! If a mod could move it I'd appreciate it.