Khunvyel Posted October 20, 2014 Share Posted October 20, 2014 (edited) Edited October 20, 2014 by Khunvyel Link to comment Share on other sites More sharing options...
Khunvyel Posted October 20, 2014 Author Share Posted October 20, 2014 *reserving space for future content to distribute screenshots accordingly* Link to comment Share on other sites More sharing options...
DrBorris Posted October 21, 2014 Share Posted October 21, 2014 (edited) Wow... this is a lot of info. The steps that DE made with the new UI were great, but there are still a lot of things that could use improvement. I really like a bunch of the suggestions that are made here, I hope that DE sees this and takes it as some reference. I will give some more feedback once I process all of the stuff here. Edit 1: This is strange, there is nothing major that I don't agree with here. As far as Dojo teleporting, it is awesome to he able to teleport right from the UI, but it should be limited to only being able to transporting to a built transporter (so you don't have to find a transporter to use a transporter). I am going to say again that I am one of those people that love where the UI is going, the old one was... messy to say the least. The new UI is more intuitive and clean, but it lacks some convenience and is a little over-simplified. As for colored Icons, i am going to give those a harsh no (but you already have plain white ones, so yay). The colors just bring back that messiness and it looks more amateur. As for some of the backgrounds of the UI elements, just an opaque background is all that is needed. I love the incorporation of the drop down menus (especially in the Mission Progress), that is much more intuitive and user friendly than what we have now. There is still a lot to cover, more updates probably coming. Edited October 22, 2014 by DrBorris Link to comment Share on other sites More sharing options...
Loswaith Posted October 21, 2014 Share Posted October 21, 2014 (edited) A lot of good points in this that the UI team could benefit by taking a look at given their plan is to continue with the diajetic interface.That said I would like to stop you here: ... They wanted to give Warframe a unique and iconic twist on the UI, coupled with a unified experience through all platforms. The issue with the old UI was not being bland, it was simple and worked well, but lacked expandability in several directions. That is what I believe most people who want the old UI back tend to forget. .... Unfortunatly diajetic interfaces arent really unique nor iconic for warframe, they seem to be more 'flavour of the month' instead typically falling into the same style (becuse they tend to need to do so). Sure they can be made pertinent to the game of choice by asthetics, but that works for both diajetic and non-diajetic interfaces, as we could see with the old warframe UI (it looked 'Warframe').That aside a diajetic interface has vastly more limitations than a non-diajetic interface (some of which you even mention as you go over points). Sure both need clever use of space and design, thats common to all UI. However thats just about where the limits of a non-diajetic end.Diajetic interfaces need to cater to many of the following (if they care about actual immersion):- a perspective from the ingame viewer (be that a source of the UI, or some aspect of the ingame character actually appearing to look at/use the UI)- Translucency (generally needed to show that even though the ingame viewer is dealing with a UI that they arent ignoring the world around them)- style that fits with a multitude of backdrop colourisations, you cant simply have light text on light colours nor dark text on dark colours)- space limitations (be it due to prominant features or simply the avatar needing to take up some of the screen real estate)- limited focal points (in that you dont want to have to much more than a single focal point on screen at once, as not only does it need more real estate it, it breaks the quick response feel that diaject menus instill)- constant transitional step (this is basically where you instigate or close the UI from the game play, not specifically limited to a diajectic interface but always the case for that transitional step being needed. For non-diajetic you are already transitioned into the UI outside of gameplay)At the end of the day, had the time spent on the diajectic change over been used to enhance the old UI (which arguably had more expanability than the current one) there is a good chance (as in I have little doubt) we would have an exceptional UI to use that felt warframe. Honestly the immersion isnt something I agree with given the gameplay itself doesnt have the best immersion anyway (games dont need good immersion to be fun) and really thats where it should come from as you want people playing a game not 'playing' with UI.However the diajetic is here to stay and you make many good points for places to change that within the diajetic form. Hopefully the UI team takes some note as you obviously put a lot of work and thought into it. Edited October 21, 2014 by Loswaith Link to comment Share on other sites More sharing options...
dashashou Posted October 21, 2014 Share Posted October 21, 2014 Good concept just too bsy for my tastes all and all methinks the DIEGETIC UI is just the wrong decision for this game there just too much info on screen that we need to see , we don't need to see our currently equipped warframe Link to comment Share on other sites More sharing options...
DJ_Redwire Posted October 21, 2014 Share Posted October 21, 2014 A lot to take in (the post I mean :P). Will review everything and edit this reply later - but first impressions, very interesting ideas in here. Link to comment Share on other sites More sharing options...
Candengard Posted October 22, 2014 Share Posted October 22, 2014 Great works Khunvyel, regardless of what people think about diegetic UI, DE should give you plats just for making these. I know how long it can take to make high quality mockup, and you really go beyond and cover a lot of grounds and details, kudos to you. I think using both hands is an ingenious way to show more menus at same time while also show your character is also looking at them. The "your character is also looking" part is what DE's UI staff is having OCD with, as the result the UI is constantly fighting for screen space that this kind of game demands, a hole they dug themselves up, all for no gain but to troll players, but your placement is at least an improvement over current's. You talked about where you should put "who votes what", this is where I'd suggest for your concept. Since the vote bar is already stretches all the ways below squad details, a logical and intuitive place would be like this to connect the two UI elements: I also add little info for who is the Host and who actually started the mission or as key provider. This is just a general idea that I've thought about, just that your version just has more room for it. For user with very high resolution monitor like 1440p or beyond, I'd prefer to have menus scale with screen than keeping them at close centre. To combat mouse travel issue I'd add an option to allow user to change UI cursor speed, which is separated form in-game aiming one, and add the ability to use bind-able, in-game movement keys such as WASD, as up, left, down, and right for menus, and have the in-game "Use" key acts as Enter in UI. So moving from left hand's menu to right hand's would only require to press "D", alternatively an option to speed up cursor speed can also reduce actual mouse travel. That is a comprehensive set of nice icons. Warframe has ugly UI icons (resource icons, filters icons, Nav's bouncing icons: alert, event, extractor, etc.) due to their jagged edges, and in other areas perhaps the scaling is the problem like you've said, some icons are too complex to simply scale down to keep their original look, one example is the aura icon. The icons for different types of mission is also what I have in mind for a better mission UI. Link to comment Share on other sites More sharing options...
Khunvyel Posted October 22, 2014 Author Share Posted October 22, 2014 (edited) Thank you all for the amazing replies so far :) I do apologize that it is more text than I anticipated to turn out, as I've written the post offline in parts, which I then glued together. I lose the sense for text scale due to my high writing and reading speed, I should be more mindful of that. I also didn't realize that the forum allows more than 10 pictures per post now and that it has an auto-merge function up to XX seconds of posting. So I guess I got lucky with the reserving post below! I will be cutting down on a lot of text in a future overhaul, when I'm putting in more pictures for a few details to come, and touch on things I still haven't covered. @DrBorris; 1.) As far as Dojo teleporting, it is awesome to he able to teleport right from the UI, but it should be limited to only being able to transporting to a built transporter (so you don't have to find a transporter to use a transporter). 2) As for colored Icons, i am going to give those a harsh no (but you already have plain white ones, so yay). The colors just bring back that messiness and it looks more amateur. 1.) Only allowing to hop to teleporters would invalidate 75% of that UI portion :D I have pondered to remove the "Favorites" section and replace it with "Teleporters" only. But I decided against as it would go against the uniformity of "you can unlock the respawn point as teleporter" for each and every room. Of course this would bring up the question, why someone would use teleporters then in the first place? Well, since the "go-to" point is always going to be the room's spawn point, there is still a lot of distance if you want get to a specific point. For example, you have a teleporter beside your Trade Hub which is located on the top floor of your Grand hall. So that would definitely save you travelling time. 2.) I wouldn't say that colours by themselves look amateur, but I do understand where you're coming from; since the rest of the UI remains relatively colour-free, they might stick out too much. That is why I ultimately put in the white icons! :) I just wasn't sure if one could get the instant association with health and shield just from pure white icons alone. Of course there is always the idea to reduce the heavy saturation. @Ravel7; Good concept just too bsy for my tastes all and all methinks the DIEGETIC UI is just the wrong decision for this game there just too much info on screen that we need to see , we don't need to see our currently equipped warframe Well, that would mean you're also questioning the entire Third-Person-View view in shooters :D You're always seeing your Warframe when you're playing, so also seeing the Avatar when being in certain parts of the UI would go in line with that concept. The issue is just that the current UI is just nowhere near the feeling of "sticking with your Warframe" due to the obvious problems. @Loswaith; Unfortunatly diajetic interfaces arent really unique nor iconic for warframe, they seem to be more 'flavour of the month' instead typically falling into the same style Shhhh, I was just trying to be nice :P and diegetic UI's cannot really be considered flavour of the month, considering for how long they are around. 1.) Translucency (generally needed to show that even though the ingame viewer is dealing with a UI that they arent ignoring the world around them)2.) style that fits with a multitude of backdrop colourisations, you cant simply have light text on light colours nor dark text on dark colours)3.) space limitations (be it due to prominant features or simply the avatar needing to take up some of the screen real estate)4.) limited focal points (in that you dont want to have to much more than a single focal point on screen at once, as not only does it need more real estate it, it breaks the quick response feel that diaject menus instill)5.) constant transitional step (this is basically where you instigate or close the UI from the game play, not specifically limited to a diajectic interface but always the case for that transitional step being needed. For non-diajetic you are already transitioned into the UI outside of gameplay) 1.) Yes, and this is where the current UI fails. Not only are we getting a huge black backdrop that comes out of nowhere, but the angle that we're facing is bad. It skews the view badly to the side and greatly decreases what you still can see. This is why I wanted to have my UI looking in the same relative direction as you faced before without losing so much of the field of vision. 2.) In theory the current UI does that, but sacrificing everything listed at #1. Thus I wanted to have dark translucent background with light font on top directly. 3.) This is a plague of the current UI, there is so much real estate wasted not only in the quick-UI but ALSO on the Starmap. On the old starmap, we NEVER had to circle around a planet to see all the missions. Which annoys me so much :( What really annoyed me was when Pablo and Dorian talked about saving real estate space on the mod cards, by removing the "common / uncommon / rare" line. That was actually a colourblind friendly choice, but they replaced it with something bad, as the different rarity of mod cards does not change the actual LOOK of the mod. And then they proceed to waste so much "real estate space" on the UI which is even halfway obstructed by Warframes? Meh :\ 4.) This is where I disagree. If you limit your focal point to only ONE thing, then you're wasting a lot of space you could normally use. This is why I went with a double-handed style which teaches you that "left is all you want to see for the current location" and right is "everything else." So before you activate the quick UI, you already know if you want to look left or right. 5.) I haven't touched my vision for the transition yet to the full extension, and will be done in a future update. My biggest issue with transitions is that they are often too flashy to be of use. I don't want to waste time waiting for the UI to pop up. Gladly this is an issue they've been addressing through the updates. I remember around U10 how slow things were. There is still room for improvement though. At the end of the day, had the time spent on the diajectic change over been used to enhance the old UI (which arguably had more expanability than the current one) there is a good chance (as in I have little doubt) we would have an exceptional UI to use that felt warframe. Honestly the immersion isnt something I agree with given the gameplay itself doesnt have the best immersion anyway (games dont need good immersion to be fun) and really thats where it should come from as you want people playing a game not 'playing' with UI.However the diajetic is here to stay and you make many good points for places to change that within the diajetic form. Hopefully the UI team takes some note as you obviously put a lot of work and thought into it. I wouldn't say that. In the old UI, limits for placing planets has been exceeded once they put in Dojo / Derelicts / Void. That was already too much. And Phobos was always in an "off" position, not looking very good. The part for buttons on the top right was getting more and more cramped... at best they would be able to fit one additional button before it broke. Indeed they could have completely overhauled it and made everything work fine again, but their choice was to go with an immersive route, and here I have to disagree with you again since this is a completely subjective matter. While it is okay for people like you to think games don't need good immersion to be fun, a good immersion certainly makes it more fun for other kinds of players. I for one enjoy just walking around my ship. But if I want things fast, I should not feel like a cripple trying to navigate a broken UI. Yes, console players are a thing, but reducing them to linear direction tunnelvision controls to navigate the UI is not doing them justice. I will post the controller scheme for this UI later. @Candengard; 1.) You talked about where you should put "who votes what", this is where I'd suggest for your concept. Since the vote bar is already stretches all the ways below squad details, a logical and intuitive place would be like this to connect the two UI elements. 2.) I also add little info for who is the Host and who actually started the mission or as key provider. This is just a general idea that I've thought about, just that your version just has more room for it. 3.) For user with very high resolution monitor like 1440p or beyond, I'd prefer to have menus scale with screen than keeping them at close centre. 4.) To combat mouse travel issue I'd add an option to allow user to change UI cursor speed, which is separated form in-game aiming one, and add the ability to use bind-able, in-game movement keys such as WASD, as up, left, down, and right for menus, and have the in-game "Use" key acts as Enter in UI. 5.)That is a comprehensive set of nice icons. The icons for different types of mission is also what I have in mind for a better mission UI. 1.) This is what I thought about too, yes, but I just wasn't sure if the dark background of the vote bar should be expanded all the way to the right or cut off. There have been too many variations to deal with it, as seen with the "Leave Squad" issue and the potential options cog. Then the question with "should Mastery be in the Avatar corner or not" might have made the yes/no/maybe selection in that profile picture TOO a bit delicate. I wanted to get that out of the way first before deciding what to do from there! :) 2.) Ha, yes, this problem I faced as well :D I thought "it would be cool to see who is the host and who provides the key" too, and thought I found the holy grail after saving so much space with the icons. So here are two counter questions for you which have been the reason for me to not include these suggestions of yours in this first draft; First, do we NEED to know who is the host, and who provides the key? What tangible benefits would this have? Second; vote bar will not always have the same distance to the squad plate bar depending on resolution. Vote bar to squad bar distance will always be the same as hot access to vote bar to keep a uniform spacing if the vote bar is not visible. That would mean the connection would either be squished or expanded... and then what? The other thing is; if you hover a squadplate to expand it, this would automatically "cover up" the vote part, or informations like ho is the host. That is why I thought putting the "yes / no / maybe" into avatar. 3.) Indeed, yes, which is why I want to do three different and unique scales of the UI. The version you see was originally designed to fit with the 720p to 1080p category. However, looking at it now after resting my mind from the project, it might be better to use the small version for everything below 800p height regardless of aspect ratio, then use the middle scaled version between 800p and 1200p, and then the third version for everything of 1200p and above. Another thing is to increase the spacing between then hand menu buttons if there is sufficient space which would make it look less squished in the screenshot showing the 1920x1080 resolution. 4.) I would abstain from such options due to conformity issues. A mouse speed slider messes with your known eye-to-hand coordination if you travel different distances depending on different areas of the game, and extra options for using keys for directional travel in addition to mouse would not be possible on console. Using a one-dimensional, linear approach with direction keys would cause problems once you're getting to parts which have clickable things inside them. This is why my controller scheme for this UI is going to be based on the feel of a weapon wheel selection, with more depth to it. 5.) I would love to know which icons you associated for the mission in your personal draft for the UI :) Some icons here are still a bit in the loop as you can see, and with others I went a bit borderline. But I admit, I can't come up with a better choice for "hijack" than a jolly roger. That's me for the day, keep em coming! And rest assured, I'll be cutting down on the first post's text walls severely too. I just hope I can fit the required amount of smaller explanatory screenshots to cope with that. Edited October 22, 2014 by Khunvyel Link to comment Share on other sites More sharing options...
Khunvyel Posted October 27, 2014 Author Share Posted October 27, 2014 A lot to take in (the post I mean :P). Will review everything and edit this reply later - but first impressions, very interesting ideas in here. I know a lot is occupied with Archwing time, I was just curious if you were able to get back to this since your first response :) Link to comment Share on other sites More sharing options...
Tigersight Posted October 27, 2014 Share Posted October 27, 2014 Looks nice, much more useable than the current UI. +1 Link to comment Share on other sites More sharing options...
Barhandar Posted October 28, 2014 Share Posted October 28, 2014 (edited) This is GREAT! A perfect example of how diegetic UI should be in a PC game, and made with 5:4 ratio instead of 16:9 to boot! (You can stretch the borders fine and increase gaps between things to increase, but squashing them results in ugly, unreadable mess - as Arsenal right after update has proven) On certain points: * Colored icons for stats of squadmates work better - it provides something for eye to 'grip', and thus, faster identification. * Background transparency should preferably be configurable by player, from no background (and outlines) whatsoever, free-floating text, to full opacity. * If your UI has any animated transitions (which I doubt, given that they take more than half the time of use of current UI...), there MUST be an option to disable them. Animated transitions only work for the first encounter with the interface, and hinder user forever afterwards. * Since Archwing Update is out, could you take a look at (horrendously done and looking thrown together at the very last moment...) Endless Choice interface - what you see when Defense/Interception wave(s) end and you can extract or continue? * Will you be making quick Arsenal as well? If you do and you keep the current "changing menu type moves the view to that menu's position in the Liset", could you please make it immediately show the menu while the camera moves - similar to how mousing over primary-Arsenal buttons works? Would cut a good third off the time it takes to use Arsenal. * P.S. How would your UI deal with standing next to a wall? * P.S. Could you take a look at mission summary screen as well? It could use a rework. Edited October 28, 2014 by Barhandar Link to comment Share on other sites More sharing options...
Jag272 Posted October 28, 2014 Share Posted October 28, 2014 Oh wow, I can see you put a lot of time into this. Currently I just had a look at the pictures, might read fully later but its a hell of a long post. You've fixed pretty much every issue I have with the current UI with the screenshots so far though. Hopefully the UI artists see this and take it into account, I would love to have this UI in place of the current one, similar style but quicker and easier to use, the main favourable aspects of the old UI. Great work. Link to comment Share on other sites More sharing options...
WolfyDashy Posted October 28, 2014 Share Posted October 28, 2014 Looks great, let's hope DE learns a thing or two from this! Link to comment Share on other sites More sharing options...
Khunvyel Posted October 30, 2014 Author Share Posted October 30, 2014 1) Colored icons for stats of squadmates work better - it provides something for eye to 'grip', and thus, faster identification. 2) Background transparency should preferably be configurable by player, from no background (and outlines) whatsoever, free-floating text, to full opacity. 3) If your UI has any animated transitions (which I doubt, given that they take more than half the time of use of current UI...), there MUST be an option to disable them. Animated transitions only work for the first encounter with the interface, and hinder user forever afterwards. 4) Since Archwing Update is out, could you take a look at (horrendously done and looking thrown together at the very last moment...) Endless Choice interface - what you see when Defense/Interception wave(s) end and you can extract or continue? 5) Will you be making quick Arsenal as well? 6) P.S. How would your UI deal with standing next to a wall? 7) P.S. Could you take a look at mission summary screen as well? It could use a rework. 1.) That is funny, so we have one person voting for these icons, and one against :D 2.) Too many options are not good for a couple of reasons; you always WANT a dark background when having light text, else the font is completely unreadable. The least you want is a small drop-shadow to emphasize contrast. But that would look crap anyhow. This is a diegetic UI, an immersive interface... having just white text looks so wrong. So I would say yes, okay, switch between full opaque and the shown transparency state. but the issue is, too many opacity sliders there are yet again detrimental to performance, because too many variables and too many possibilities are being thrown around. 3) I do have animated transitions planned, but they're so quick that they won't bother anyone. The average time for the UI to build up would be pretty much the same time it takes to pan shoulder camera until the Warframe is in the center. So, in a nutshell, less then half the shoulder-camera pan. That should be a third of a second, giving the average of 20 Frames for animation, which is absolutely sufficient. While the movement happens, the Warframe spreads out hands and the UI is already building up. 4) I can look at it, once I can actually get into the game :( I do have an improved Syndicate Screen in the pipe, because the current one isn't really helping instantaneous visibility about the relation to the factions. 5.) I don't see the reason for a quick arsenal. The Arsenal itself is quick enough, the only thing that is bothersome with all the manual Ship-interfaces is that a) camera transition is SO SLOW and b) screen movement is horrible. I do have plans for re-distributing and re-assigning some functionality inside the Liset, have an overhauled Starmap draft and a complete new Mod Card look+functionality with a new mod screen. 6) That's a good one! It would simply prioritize Frame rendering while forcing the same camera distance. So Camera would basically stand "Behind the wall" Try the following; Go to some place in the Liset, turn your back to the wall, for example near the foundry. Move mouse around until the architecture of the screen blots out the sight to the warframe. Then click "Aim" button and move mouse around again. You will see that no matter what SHOULD obstruct the view, the Warframe is always on top. 7) I actually did - and didn't - touch the mission summary :D As you can read above, somewhere, when clicking the full window for ingame progress mission, the camera zooms to the back of the head of the Tenno, and then the Helmet is made invisible, for a fake 1st person view. That allows full view on mission progress screen, while keeping "Canon" with an immersive view. I don't think there is so much wrong with the Mission overview / end screen ... it's mostly just a tweak or two. Like... using more real estate, making mod cards a bit smaller to show two per column again, tweaking fonts, etc. It's not that big a deal :) Link to comment Share on other sites More sharing options...
Barhandar Posted November 3, 2014 Share Posted November 3, 2014 3) I do have animated transitions planned, but they're so quick that they won't bother anyone. The average time for the UI to build up would be pretty much the same time it takes to pan shoulder camera until the Warframe is in the center. So, in a nutshell, less then half the shoulder-camera pan. That should be a third of a second, giving the average of 20 Frames for animation, which is absolutely sufficient. While the movement happens, the Warframe spreads out hands and the UI is already building up. I would be okay with these as long as the actual content (i.e. defense-checkpoint player names) is changed in same amount of time it would take without animations at all. For example, current "back" button changing to "exit" by moving out and back in isn't okay, while some kind of animation plus instant change without any movement would be great. Link to comment Share on other sites More sharing options...
Barhandar Posted November 14, 2014 Share Posted November 14, 2014 I refuse to have this thread go unnoticed until DE post here with acknowledgement of it. Rise, absolutely-free-of-charge plastic surgery and acting lessons for UI team's ugly child. Link to comment Share on other sites More sharing options...
Khunvyel Posted November 14, 2014 Author Share Posted November 14, 2014 That was... very sweet of you :D I'm working on an update to incorporate the new UI elements that Archwing have brought. The "Show last mission progress" is tricky to place, but it's getting there. Pondering a minor font-size reduction for the current proposed middle-resolution, but that requires me to dig through a lot of fonts... the 300something on my machine do not provide me with a crisp and clear low-size alternative. I dunno, do you guys think the font in the nameplates and hot access parts is too small or too large? New update will also represent a properly scaled version for the 3 base resolution types. Not to mention TREMENDOUSLY reduced text. I apologize to the people who read through it. There is a lot of unprofessional blah blah in there. Link to comment Share on other sites More sharing options...
Khunvyel Posted March 3, 2015 Author Share Posted March 3, 2015 I haven't forgotten this, don't worry. Life and other lines of work just kept me very busy. But I have not stopped thinking about improving this, as well as placing the additional functions that we got with the updates to be in line with this version of the Diegetic UI. Link to comment Share on other sites More sharing options...
DoomFruit Posted March 3, 2015 Share Posted March 3, 2015 (edited) Even if you consider this to be an unfinished work in progress, I still think it's leaps and bounds ahead of the current UI and wonder why you haven't been hired immediately to fix it. I have only 2 preferences here - I like the flat battery icon better for energy; and I think instead of saying "toggle archwing/warframe" in the squad menu, it should say "show archwing/warframe", which is much less ambiguous. EDIT: the other possible point of confusion is with dragon keys, since the icons or key shapes don't bear any kind of resemblence to what the key actually is. Text would be a lot more useful here. Edited March 3, 2015 by DoomFruit Link to comment Share on other sites More sharing options...
Khunvyel Posted March 4, 2015 Author Share Posted March 4, 2015 I agree with the "show" to replace "toggle", if we keep it on a text-based button level. I was too much in the "swapping content" mentality there, I guess :D and it also saves screen space that way. Another reason why I wanted to have "toggle" in there, is to make an eye-catching distinction to the "show profile" on the other side. Maybe that was me overthinking it, I don't know. Using "Show" is certainly better here! And thank you for pointing out a huge stupid I pulled... yes, it should be called "Warframe" and not "Tenno" in there. Dear me that was a huge mess-up, but hey, that is what feedback and revisions are for, so thanks :) I tried various designs of the keys as you could see, and I'm pretty sure the "true reflection" of them will not work as they are too busy in design and don't make a good enough distinction. The reason why I went away from text-based keys is... there is no real difference. The association between an icon and it's meaning is just as fast learned as constantly reading text, of which half is unnecessary. We have; Bleeding Dragon Key Decaying Dragon Key Extinguished Dragon Key Hobbled Dragon Key Only the bold word is important, the other is a waste of space... and I do everything to NOT waste space. We see the icon of the Dragon keys in the interface on the top right all the time. The proposed changes to these designs would automatically be incorporated into the HUD as well, to keep in line with everything. Like the mission icons which are associated by text on the starmap, the Icons for the dragon keys are learned by association quickly. That being said, I was toying with the idea to scrap the "key-based design with some extras around" and do a completely new set of icons for them, which gets rid of the key icon in the middle to showcase better of what this key is about. Link to comment Share on other sites More sharing options...
DarthyPoo Posted March 4, 2015 Share Posted March 4, 2015 (edited) So im confused, is this a mod or a concept for a future UI that DE can impliment? Edited March 4, 2015 by DarthyPoo Link to comment Share on other sites More sharing options...
Khunvyel Posted March 4, 2015 Author Share Posted March 4, 2015 It is the latter :) I'm no mod maker, just trying to design a concept of something that I believe removes all the flaws of the current quick-UI while staying true to the primary "third person view" aspect. Link to comment Share on other sites More sharing options...
Valar.Morghulis Posted March 4, 2015 Share Posted March 4, 2015 You have a lot of interesting and clearly a good handle on UI design and I don't have anything major problems beyond how do you intent on handling the when you go to the armor/mods/navigation? Are you simply going to jump in to the station the way the UI currently handles this? Most of the problems that people have with the current UI is less with the looks/function and more with the lack of information and missing/broken UI elements. I liked the old UI but the new one is mostly fine the way it is, I would love to see the armory and navigation map get a lot of love and updates. Armor: Add Frame Powers that update dynamically when mods are added/removed - It would be nice to see how much Health my Snow Globe gains when i add +power to my frame. Nav Map: Add relevant information to the mission block to indicate things like faction/level/type mission. this information should be available when the mission is presented to the squad for voting. Link to comment Share on other sites More sharing options...
Khunvyel Posted March 4, 2015 Author Share Posted March 4, 2015 How do you intent on handling the when you go to the armor/mods/navigation? Are you simply going to jump in to the station the way the UI currently handles this? I liked the old UI but the new one is mostly fine the way it is, I would love to see the armory and navigation map get a lot of love and updates. Yes, you instantly "teleport" over to these stations and activate them, the same way you are teleported there now when using these menu functions. No change in functionality, just making things more accessible and faster to use :) I have two complete overhauls of the Starmap in the works. One is a purely graphical facelift, with the same goal like this quick-UI; more accessibility and speed with more information. The other version is a bold idea to give it a more meaningful approach, which would have us pick missions a little bit different than we did before, as we progress through the starmap to the next boss. There is also a complete new mod-interface in the works on my end, which changes the way that mods are being handled on an interface level. It would be more concise, saving a lot more screen space, and gets rid of the search for different ranks of the same mod. Of course, all the horizontal scrolling of every menu and the "bleeding out of screen edges" needs to go, no questions asked. But I guess that is self explanatory and high in demand on all ends :) Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now