Tuesday, December 09. 2008Interface Idea
So, for the interface, I've been racking my brain for ideas. I was browsing medieval graphics on Google, and noticed a ton of stained glass... so here is my attempt. It is a rough mockup.
I'll add framing, and revamp the top part of the interface as well. The idea is the light shines through when the tower is available. The light turns green when you've selected a tower as well. Does anyone think I should continue down this road?
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Do you at least like the idea of a symbol for the different tower types? Perhaps on a shield or a stone button?
Or would you rather have the actual tower? And if so, should it be a level 1 tower or a level 6 tower on the button?
I LOVE IT. Please don't listen to that other dude. It's a great idea, and it looks awesome! It helps give the game a nice feel.
Here's an idea: put the gold in the top right corner of the playing field, score on the bottom middle, and lives in the top left ala fieldrunners. Then you could put the "wave" up next to the top bar. That way you have some room for buttons. You could make them nice, large and styled a little more appropriately. Anyway, love where you're going with this!
I'm still on the fence until I get more feedback (Beth? You reading this?! /wave).
But you do bring up some interesting ideas. I was going to try and re-work the incoming bar some to begin with. Putting wave numbers on it might give me more room.
Yes, that would be awesome. I just dislike the tiny little buttons. Also, the game is really sold on the screenshots/reviews, so if you have a better looking interface, people assume it's a better game. your reviews are decent though, unfortunately they dropped back to 4 stars.
Anyway, good luck, and keep me in mind for a beta tester, eh?
i was just wondering how i could get your framework for the visual studio on PC
i would greatly appreciate it thank you
I think it looks great, personally. The game has the "umph" that a lot of other TD games are missing, so far as I can tell. The only real thing that your game is missing is in the graphics department, but you make up for it with better gameplay, which I would rather have anyway.
Good improvement I think.
I think that looks pretty awesome, stainglass was a good idea! And just an idea to throw out there, why don't you theme your ingame interface to have a more medieval look to really match with your buttons. Maybe a cobblestone background with a small wooden frame dividing the stainglass windows (tower icons). Great work Chad, pretty awesome so far.
Since other people don't seem to agree with me, I'd just like to point out that the thing I dislike is the lack of detail on the icons. I could draw that arrow/fire in MS Paint without even bothering. Maybe if you tried adding some more the detail, it'd look a lot better (At my first look, I thought they were a rough draft).
No offense.
No offense taken at all. They were rough drafts, only to get a feel and to see if the idea was worth pursuing. I appreciate your input.
I think I'm going to make them slightly smaller to give room for a border of a wood frame. The window will encase all the individual panes, and be slightly rounded at top to hold the three gems (which will in turn be embedded in the stained glass). Basically one giant window. Also, I noticed that stained glass isn't a solid color, so I'm going to try and create multi-toned glass. I sorta did this which the two colors for the arrow... but it would look better with a gradient. I'm 90% sure this is the road I'm taking. Now it just needs lots of work. I also have another idea, which will give the user/player a choice in a second interface... but I'll keep it to myself until I get a mock up.
I like having the level 1 towers as the buttons more.
The stain glass looks like it'd be confusing, and not as professional looking.
I think the stained glass idea is great. It matches the theme very well, and doing things like having light behind it turn on and off is brilliant. They need some work, sure, but the idea itself is solid.
If you need some graphics work done (as you've said yourself you are not great with the graphics), try checking with some local colleges. Odds are you'll be able to find some graphics students willing to work for credit, and maybe a free copy of the game. I'm actually an art student myself (at the Art Institute of Atlanta). I'd offer to help, but I work full time too and I don't want to make commitments I can't keep. On the other hand, something like those buttons wouldn't be terribly time consuming, so if you'd like some help, feel free to ask. You could also check out www.aialist.com, it's a forum run by some students, for networking. It's a bit sparse, but it might be a place to start.
Hey Chad, thought I would check in with your progress, glad to see you're still working on the graphics overhaul.
Putting my creative director hat on for a moment, my thoughts: I love the stained glass idea. I agree, making them slightly smaller and framed in would help, and integrating the gems into that frame sounds great. You'll never please everyone no matter what, it's a unique look that fits the tone of the game and sets it apart. Like it or not your game will be judged on still screenshots, get your interface sharp and you'll get a lot more people looking. I would also echo the moving of waves/lives/gold/score into various places around the playing field. Honestly I never use the wave bar, I wouldn't miss it at all if that just became wood like your glass frame and held the stats. Whatever you do there I'd rethink the chrome, it doesn't fit very well now and really won't after your revamp the icons. Looking forward to seeing the update.
Hey Aurich. Glad you stopped by.
The wave bar wasn't supposed to be chrome. It was supposed to mimic sky and grass. I have a few plans for it, but nothing too radical at the moment. The rest, spot on to what I'm planning. Glad we think alike!
A few more interface thoughts, now that I've actually purchased and played the game some (very cool, can't wait for the next update):
1. First a general observation: This might not be something you would take too seriously, but parts of the UI have a "Windows" feel. I know, I'm playing the part of Mac snob here, but it's true that one reason many people like Apple's products is that they are designed in a particular way. For example, fonts tend to be very clean and "pretty", and buttons are never simple rectangles with labels. Generally gradients are used instead of textures (and textures, when used, are subtle and don't obviously repeat). I hate to say it, but since I've been using a Mac as my primary home computer, lots of Windows programs just lok ugly to me, and it is distracting. Even Mac shareware and freeware tend to look great (just look at the stuff from Plasq or RealMac Software, cheap but with an obvious attention to detail). It's not a big deal, but your average iPhone owner is in it for the experience, the "fit and finish", as much as anything else. Once you've got the more serious stuff out of the way, take a good hard look at making the UI more Apple-like, and I can almost guarantee it'll help with sales (those all important screen shots). 2. The play and pause buttons are a touch small, in my opinion. Personally, I'd get rid of them altogether. Make it so that double tapping pauses the game and brings up a menu. On that menu you could set play speed, restart the level, turn sounds or music on or off, and all without cluttering up the primary screen. Double tapping seems to be becoming a standard way to pause games, so it shouldn't cause any problems for users. 3. The gems, being the only 3d looking element in the UI, look like buttons. I tried pressing them several times before I figured out what they were (I know, it's in the help, but I was too eager to just play). As I mentioned above, making the buttons look more like buttons elsewhere in the iPhone UI, or at least making them look like something that should be pressed, would help. I know it's a bit of a sore spot, but Fieldrunners does this well with a unique but clear design. Back to the gems though, what if you incorporated those into the stained glass idea? Make another window with those as part of the design, and they light up as they're earned? 4. The info at the top (Waves, Lives, Gold, Score) could use some retooling. For ome thing, it could take up a lot less space. Gold is easy, a gold circle with a number next to it would work. Lives could be a castle tower (like the castle in chess), or maybe a chalice (think holy grail), with a number. Score doesn't really need a label, in my opinion. I would put the gold and lives at the top, and the score under them but larger (or maybe move that one element into the upper left hand corner). As for the wave, I think a bar at the top of the UI pane, divided into the number of waves, with the current wave blinking or somehow illuminated would work well. You could continue the stained glass theme there by making it a strip of stained glass panes being illuminated one by one. Doing all of this would make things a bit tighter and nicer to look at (again, in my opinion), without getting in the way of game play, and without scattering UI elements all over the screen like other games do (Fieldrunners). I think you've got a hell of a game here, and you really seem to be heading in a great direction with it. Any criticisms I make are only meant as my advice on that direction. If you like any of my ideas, or don't quite get what I'm suggesting, I could throw together a mockup and send it along or post it here to show you what I mean. I'm liking this game enough, and the fact that you're so good about communicating with your audience, that I'll do what I can to help out.
1. Yes, I tried to keep the interface "clean" because it is small, but I think it turned people off to see a simple rectangle instead of a rounded, gradiented, transparent button with sparklies and shit. If you look at my earlier screenshots/videos, you can see a more complex set of buttons that are 3d, meant to look like stones/bricks.
Immediately after the towers are done, I plan on making over the interface big time. 2. There will be two buttons there instead of 3. Also, the height will be doubled... they are already double height, you just can't tell; currently as the "hot spot" is twice as large as the actual button. But they will also be wider. I want to be able to control the speed without going into a menu. I personally hate double-tapping to pause. But I might make it an option. 3. Yes, I plan on making the stained glass window have an arch on top, and the three gems will be inset, and light up when they are active. 4. As much as I'd hate to move the information around, it has possibilities. I'm currently undecided. I appreciate all comments. This was a game, made by a gamer, for gamers. I tried to take my 28 years of gaming experience, but of course I made some mistakes.
Hey, the important part is you're learning from them, listening to feedback, and making improvements. The biggest reason I picked this up was that I could see how much care you were putting into it, and that it was only going to get better.
1. I wouldn't worry about "sparklies and shit" 2. It's a matter of taste, I'd prefer fewer buttons, but two larger buttons in place of the three smaller ones is certainly an improvement. That might be a good option to give people, but I'd put it low on the list. 3. Ha, I just noticed above where you mentioned putting the gems into a stained glass arch. I honestly didn't see that until just now. I scribbled out a sketch of what I was thinking, and that seemed like a natural choice. As I said, I like the direction you're going in already. 4. As for the information, I just think it could be smaller, and look less like an old PC game (as it is now it makes me think of Heretic, though they're not that similar in actuality). This is a console game, after all, and most console games make use of icons and the like for exactly that reason. Also, and this is just who I am, I prefer symbols to text whenever possible. As for the wave bar (the one that looks like chrome, though it isn't), it works as it is but it could be better. If you're going to keep it, I think a parchment scroll would be good, especially if the symbols were adjusted to match that theme. As before, thanks for humoring me. I'm sure whatever you come up with will be great (love the progressive tower designs so far, by the way). Once the graphic design matches the game design, Besigement will be unstoppable!
I think the stained glass interface is a great idea. But will there only be arrows and fire or are you going to make a unique icon for each tower?
Also, I think the idea of having symbols instead of the text for gold and lives would look good. I agree with that one guy that the score and wave number do not need to have text or a symbol. Maybe a good symbol for the lives would be a king.
No, it was a simple mockup and I only did the two symbols. Each tower will have its own.
And I'm playing around with the idea of moving the stats out, or at least doing away with the text. When I get to it, I'll post mockups and let everyone help decide.
I think the stain glass idea is fantastic! It not only looks cool but really adds medieval tone. And the light shining through was just brilliant - no pun intended.
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