OK, here is the thing, i made 2 different guis for my game, first is a bit easier to use but a bit boring, second is much bigger but i think much nicer, but which is really good and usefull GUi ?
If first is picked I will make game in 320x200 if second then the resolution will be 320x240.
I added both guis on the same background for easier selection. !please do not judge background, only the GUI! and please describe why is one better then the other, what are the downsides of each or what king of gui would be best.
(http://users.volja.net/zagar41/klemen/gui1.png)
(http://users.volja.net/zagar41/klemen/gui2.png)
I prefer GUIs that are more function over style. How much of the bottom GUI is going to be used and how much is just shapes?
Like the darker inlaid bar at the top of the GUI, is that for a status line? What is the large shape on the left going to be and why is every button larger than the first GUI? Because you have the room?
If you could describe what goes into the GUI more I think I could make a better decision since it seems they are so different, one being made up of 9 buttons and the other having 5 buttons on it that I imagine you'd break up more but how?
I think the bottom one looks nicer, but like MrColossal I need a bit more info about your buttons/actions before I can really say.
Quote from: MrColossal on Thu 19/01/2006 16:35:34
I prefer GUIs that are more function over style. How much of the bottom GUI is going to be used and how much is just shapes?
Like the darker inlaid bar at the top of the GUI, is that for a status line? What is the large shape on the left going to be and why is every button larger than the first GUI? Because you have the room?
If you could describe what goes into the GUI more I think I could make a better decision since it seems they are so different, one being made up of 9 buttons and the other having 5 buttons on it that I imagine you'd break up more but how?
Well, first gui doesn't have any status line (as it would be showen a bit higher or by the mouse cursor, with smaller fonts).
Second gui: Yes, that darkened stripe is hotspot text. Large shape on the left represents a slot for a special object (but i guess i could make it as big as other inventory- but if i can i would like to be larger, as it is in GUI 2). Those are not buttons but inventory slots :) and they are larger as i have enough space for them to be so big,
Back to the first GUI: THose are inventory slots, of size 35x35 - i would not use any smaller slots thai is for sure !
Leaving different functions aside, which one would you preffer !?
Well then on first glance I like the top one, the bottom one is too big and obtrusive, draws my attention away
I prefer GUIs that are click-to-open like Sam & Max so it doesn't matter how large it is, and therefore I'd have to say the second one if it's going to be like that (pop-up)... But if it's going to be there all the time, I'd say the first one. Unless you can somehow cram the design of the second into the first, that would be great.
Here is a compromise:
(http://users.volja.net/zagar41/klemen/gui3.png)
It surely won't be pop-out.
Background images will be always the same, 320x160 -> so i think it is all the same if i use 320x200 with small gui or 320x240 with big gui, as all that changes is size of gui, that is all, i think last one is a good compromise, not to complex (if any :) as there are only inventory slots and hotspot name text).
So what do you think !?
in my opinion, the inventory screen does not need to be that big, it looks a tad unnecessary and when its full, itll distract from the main screen.
I like guis that fit with the style and setting of a game. Neither of these guis seem to fit the style or setting of the jungle image, and if that is the major locale I would suggest making it more fitting, like perhaps aztec style figures flanking the sides of the gui with some overgrown bits and cracks,etc. Also, you should probably consider if the entire horizontal area needs to be covered for the gui to do everything it needs to. When I made the gui for Mind's Eye it was originally going to be to house many inventory items, but as I cut back on the design I found only ever having a handful of them in the inventory window, but due to time constraints I left the gui size as originally made (something I may change in the future). Basically, what I'm suggesting is you work out the maximum amount of functions and items the player is going to need at any one time and build your gui around that so everything fits, but in a style that matches the environments and subject of your game. You definitely have the talent to make it happen, so good luck.
Actualy this is just an "matrix" for final gui.
First i did, was the GUI 2, than i added few things to made it more "invironment" like.
Game will be set in the jungle and the antarctica, so the following 2 were the first original GUIs meant for the game:
(http://users.volja.net/zagar41/klemen/gui4.png)
wow! that looks amazing, sektor!
Hell yeah! U got the touch!
Now come work for me!
Dude, I'm all for big, well-done GUIs. I like the plant-covered one most, and the ice-covered one.
Go big. Think big. The interface in SGA was fine, no need to make it teeny.
There's nothing wrong with making a good-looking GUI, but I tend to stray from unnecessarily large GUIs. They take up too much room and thus feel "clunky." The layouts you have are fine, but the GUI is just too large. I think they get in the way of the background and make the player feel cramped.
You could reduce the focus a bit by placing the status line at the top of the screen and the rest of the gui at the bottom. This would also help to frame out your background. I'm not exactly sure you need so much area for detailed inventory items, but it could work. They both look good, anyway!
yes. you could have the whole screen in a frame
Those final two look AMAZING! Don't listen to anyone else, just me ^_^ In the words of a young Flanders boy, "Go with it!".
I usually don't like a large GUI either but it suits some games. Reminds me a bit of one of my favourite adventures, I think the name was "Legend of the Sword". I actually quite like games where the BG seems more like something you're seeing through the 'screen' of the GUI and this has a bit of that feel.
Once again, those two GUIs just look incredible o_o
The gui's look faboulous. I'm all for that old-school nintendo interface where a gui could frame the entire screen with just loads of small details and silly buttons.
I'm not sure the draw-away-attention argument is very valid, since you learn to look away from the gui after some very short minutes. It's not like you would miss information in the background because you were busy inspecting the inventory icon.
As long as the colour-scheme suits the backgrounds and blend in well, it's not a problem to me.
Yeah, I agree. Sometimes the same GUI can be labeled as "over ornamented" to one game, but it can fit like a glove on another one. The same goes for the size, in my oppinion. The secret is to know how to balance nice looking graphics with the best design possible.
So, I think your GUI fits the BG quite well.
Cheers,
Stefano
Confession: Sometimes I get bored of the same GUIs that are being used since the 90's...
And this is my final try, this one hase more slots for inventory, good visibility and size in between first and second, oence again, this is only matrix, if this will be choosen i will make an jungle and ice edition.. ???
(http://users.volja.net/zagar41/klemen/gui5.png)
Perfect
This last one is my favourite.
Awesome!
Little nitpicking: the cracks in stone are all slanted in the same direction, which seems a little unnatural to me.
--Erwin