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[quote]There's more to being a newbie than "the first few moments where you're aimlessly clicking on stuff", there is also "the process of learning the game after you know generally what side of the screen a given button can be expected to appear". [/quote]
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[quote]There's more to being a newbie than "the first few moments where you're aimlessly clicking on stuff", there is also "the process of learning the game after you know generally what side of the screen a given button can be expected to appear". [/quote]
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That's what the whole layering idea is about. You tell the player what he should look at first. Once he's familiar with that, he will go ahead and look at the less obvious buttons and learn their function.
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That's what the whole layering idea is about. You tell the player what he should look at first. Once he's familiar with that, he will go ahead and look at the less obvious buttons and learn their function.
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There are many ways you can differentiate buttons just by the use of shapes. Using the full palette of color for every UI element only leads to a lack of consistency and (as you said) a noisy interface.
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There are many ways you can differentiate buttons just by the use of shapes. Using the full palette of color for every UI element only leads to a lack of consistency and (as you said) a noisy interface.
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For an example, look how Blender has managed to make their UI more organized and easier to read all while reducing contrast and use of color.
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For an example, look how Blender has managed to make their UI more organized and easier to read all while reducing contrast and use of color.
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[spoiler]
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[spoiler]
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https://i.imgur.com/Mmn3Xv7.png
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https://i.imgur.com/Mmn3Xv7.png
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https://i.imgur.com/oLqjMqS.png
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https://i.imgur.com/oLqjMqS.png
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[/spoiler]
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[/spoiler]
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[quote]I can see a case for making some of the more obscure unit commands harder to find, but I don't think the global commands and menu bars are actually a serious distraction. I can barely even see them on your screenshot...[/quote]
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[quote]I can see a case for making some of the more obscure unit commands harder to find, but I don't think the global commands and menu bars are actually a serious distraction. I can barely even see them on your screenshot...[/quote]
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[spoiler]
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[spoiler]
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https://i.imgur.com/WeFEdcE.jpg
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https://i.imgur.com/WeFEdcE.jpg
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If I look at this screenshot, the first thing I see is the chat with all its funky colors, followed by the three UI elements at the top from left to right. The goal should be for the economy panel to take clear preference over global commands and the menu bar. It's already bigger, but actually uses less colors than the global commands.
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If I look at this screenshot, the first thing I see is the chat with all its funky colors, followed by the three UI elements at the top from left to right. The goal should be for the economy panel to take clear preference over global commands and the menu bar. It's already bigger, but actually uses less colors than the global commands.
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Now for an extreme counter-example look at this:
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Now for an extreme counter-example look at this:
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https://i.imgur.com/5Wrwfag.png
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https://i.imgur.com/5Wrwfag.png
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The focus is clearly in the center of the screen on the resource bars and the chat.
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The focus is clearly in the center of the screen on the resource bars and the chat.
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[size=2]Yes I realize that the global commands and menu bar are unusable like this, but this can be resolved without the use of color[/size]
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[size=2]Yes I realize that the global commands and menu bar are unusable like this, but this can be resolved without the use of color[/size]
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Now imagine putting the chat above the minimap and replacing the chat input bar by a grey text saying "Enter to Chat, Tab for Playerlist". Wouldn't that be a much cleaner UI to start the game into?
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[/spoiler]
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[/spoiler]
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