So I'm working on making a 'Quest For Glory' style game, and I decided that I wanted a fullscreen GUI for the Inventory, Options, and such.
So I went into Photoshop and just started to create a basic design for it. It's like tabbed browsing, and I wanted to get people's opinions on it. Not about the art (cause I'm not an artist), but more about the design and how you would feel about it in a game.
(http://photos-b.ak.facebook.com/photos-ak-sf2p/v364/218/10/529531715/n529531715_1362937_2323.jpg)
~Trent R
~Sirus Squire
What purpose would the left pane (with the hero) serve? Perhaps it should list some stats or other information. If it's just there to fill up space, perhaps you should reconsider it.
1) It's a standard in QFG to show the the Hero Portrait. Link (http://img118.imageshack.us/img118/9219/66982763wf9.jpg) Link (http://www.adventureclassicgaming.com/images/galleries/184/184_1_medium.gif) Link (http://www.mobygames.com/images/i/19/25/237375.jpeg)
2) In the inventory tab, using items on the portrait will have the same effect as using them on the Ego sprite. In the case of weapons, you'll be able to equip them when using them on the portrait.
~Trent R
~Sirus Squire
Would be fun to have the mannequin actually hold the weapons, then. The pose is perfect for that already. With some DynamicSurface draws you could even overlay the character with armour etc, though that might be a but overkill.
I can't see anything wrong with that GUI, it has a nice, clean RPG look to it.
I see what you mean now, Trent R. It's just that the portrait takes up quite a bit of real estate on the GUI. Other than that, it's really good and is a great start. Well done. :)
(http://i288.photobucket.com/albums/ll183/QuestionableQontent/PainicusMaximus.png)