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Elhoim's Interfaces Main Thread

Elhoim

Iron Tower Studio
Developer
Joined
Oct 27, 2006
Messages
2,878
Location
San Isidro, Argentina
Here you will find the latest versions of my GUI.
 

Elhoim

Iron Tower Studio
Developer
Joined
Oct 27, 2006
Messages
2,878
Location
San Isidro, Argentina
Main GUI: (ingame)

combat00027.jpg


Dialogue Screen:



Inventory Screen: (ingame)

newGui2.jpg


Trade Screen: (ingame)

newGui1.jpg


Alchemy Screen: (ingame)

newGui4.jpg


Crafting Screen:



Character Screen: (ingame)

newGui3.jpg


Journal Screen:



Map Screen: (THE MAP IS A PLACEHOLDER)

 

Claw

Erudite
Patron
Joined
Aug 7, 2004
Messages
3,777
Location
The center of my world.
Project: Eternity Divinity: Original Sin 2
Firsties!

Well, that's a very cool idea.

I like the screens in general. I notice two things, however. First of all, the right wooden beam you use in the "Main GUI Marble" is too dark. That looks very out of place.
Also, it occurs to me that the trading screen didn't change, although there were a few issues with that. Of course I don't know all the facts about what's required from the interface.
 

Slylandro

Scholar
Joined
Nov 27, 2005
Messages
705
For me the only possible case in which the bricks GUI looks better is the map and maybe the journal. For all the rest it's just too distracting. That's just me though, and I'm glad there's a choice.
 

elander_

Arbiter
Joined
Oct 7, 2005
Messages
2,015
@Elhoim

Some sugestions, don't throw away your alternate gui themes. If the game supports theme selection both can be used.

On the journal thingy i love the idea of registering not only quest info but also every other info related to encounters, lore, ingrideants, places, etc

It may be better to group quests by location the Fallout instead of the Morrowind way. When we click on an area we get a list of the quests we found in this area in the main. Clicking on an entry in this list shows the quest text with some buttons to scroll or go back to the index.
 

Azban

Novice
Joined
Dec 18, 2006
Messages
26
I prefer the marble style to the bricks style in every screen. They are both great, but the marble has a little less going on than the bricks.
 

The_Pope

Scholar
Joined
Nov 15, 2005
Messages
844
The item screens seem quite irksome unless you only ever have to carry about 10 items. I'd recommend having really small items and magnifying them when you mouseover if you really must have huge ones.
 

The Idiot

Novice
Joined
Dec 3, 2006
Messages
58
Those borders around the lava thing in the crafting screen are tad too big. Maybe that background behind items needs darkening, not enough contrast IMO. Excellent work otherwise. Keep it up.
 

Elhoim

Iron Tower Studio
Developer
Joined
Oct 27, 2006
Messages
2,878
Location
San Isidro, Argentina
elander_ said:
@Elhoim

Some sugestions, don't throw away your alternate gui themes. If the game supports theme selection both can be used.

On the journal thingy i love the idea of registering not only quest info but also every other info related to encounters, lore, ingrideants, places, etc

It may be better to group quests by location the Fallout instead of the Morrowind way. When we click on an area we get a list of the quests we found in this area in the main. Clicking on an entry in this list shows the quest text with some buttons to scroll or go back to the index.

I have no intention of throwing them away.

About you inquires the screen functionality, VD is your man. I only design the looks. ;)
 

Elhoim

Iron Tower Studio
Developer
Joined
Oct 27, 2006
Messages
2,878
Location
San Isidro, Argentina
The_Pope said:
The item screens seem quite irksome unless you only ever have to carry about 10 items. I'd recommend having really small items and magnifying them when you mouseover if you really must have huge ones.

I recommend you to read the last pages of the pretti interface thread. This has been discussed over and over ;)
 

Elhoim

Iron Tower Studio
Developer
Joined
Oct 27, 2006
Messages
2,878
Location
San Isidro, Argentina
Re: Firsties!

Claw said:
Well, that's a very cool idea.

I like the screens in general. I notice two things, however. First of all, the right wooden beam you use in the "Main GUI Marble" is too dark. That looks very out of place.
Also, it occurs to me that the trading screen didn't change, although there were a few issues with that. Of course I don't know all the facts about what's required from the interface.

Dark wood: You are right! It wasn´t intended.

Trade screen: Yeah, I still haven´t changed its functionality. Will do it soon, but not so soon. :)
 

John Yossarian

Magister
Joined
May 8, 2006
Messages
1,000
Location
Pianosa
Not again with the soon crap please.
I gotta say, you really answered the concerns about consistency, and as one of the people that complained about too many textures, I can tell you at least the marble set doesn't have that problem now. Excellent job, che.
I still think the borders around the lava are too big though (and why is it rocks? are rocks involved in crafting somehow?).
 

Ismaul

Thought Criminal #3333
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Nice work! I think it's evident by now which version I like better. Marble all the way!
Less textured, easier on the eyes.

Here comes a long list of nitpicks.
Claw said:
First of all, the right wooden beam you use in the "Main GUI Marble" is too dark.
Seems to me that it's the case for all the screens. The wood gets gradually darker as we go from left to right in each screen. Maybe tone it down a little.

Other than that, in the main GUI, for the sake of symmetry/consistency (if you care about that), you coud align the "separator" between the weapon slots with one from the icon's, like you did with the others.

Still on the main GUI, maybe having all the icons on the top line and leaving weapon slots and AP/HP indicators on the bottom one would be better. Sure, you'd lose in icon real estate, but might gain in clarity.

Edit: quick mockup, a bit blurry because of the extensive resizing.
mainguialignediconsba0.jpg



Apart from that, the X is still ugly.

Like the others have said, the rocks in the crafting screen are odd. Too grainy/noisy, plus they are embossed so they come out even more.

The Character screen still come to me as a bit unclear. I guess the section titles are not emphasised enough (for my taste), most likely because the gold font on the brown box doesn't come out so well.

Something ticks me in the inventory screen. There's too much stuff happening. Without the tabbar, it would be fine, but we don't want to remove that. I don't know if putting the tabbar on top of the inventory items would be better, but we'd lose some of the already limited space for them. I think denizsi's idea to make all the item boxes the same size was a good solution.

Edit6: another mockup. The other edits were not worthy, icons where too small.
inventoryscreenretoollaqv2.jpg
 

Jora

Arcane
Joined
Mar 14, 2003
Messages
1,115
Location
Finland
I like both versions very much, though I prefer bricks. Good work.
 

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