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Game UI (User interface) design thread
I'd like to discus user interfaces within games, this is NOT specific to any one game, but in general. List what you like dislike what could be improved. If you want to give an example feel free to list that game, but this is for over all feedback from a users point of view for the developer.
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I really dislike games that go overboard on there UI, where they keep adding a ton of "extras". I much prefer the easy clean interfaces. Or if there are a couple different ones then that is good as you could pick and choose.
Dislikes:
- I hate it when there are buttons on the UI but you have no idea what they do because there is no tool tips for them.
- I hate interfaces that are all 3d where nothing about them is simple. Stick to being easy to use it's makes the gamming much more fun.
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Things that annoy me:
-user interfaces that take up more then 1/10 of the screen.
-having to go through like 5 menus just to find out what key is jump
-keys that don't make anysence. and arnt ergonomically set up.
Things that are good:
-one key access to important things like controls, save, exit, jump
-being able to get rid of the stuff on the screen (like in a flying game, the radar, or list of guns, sheilds)(like freelancer, u can make the enemy thingy shrink its great)
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Optimus Keyboard is where I believe serious gamers will go in the next year or so, in order that they can reconfig their keybaord for each profile/game. Muscle memory has a lot to do with 'solo' gamers like 1100 hours clocked up on counterstrike/quake, but for those who switch regulalry between games, keyboard reconfig will become an issue ... plus you can attach graphics to keys, I like that
The great thing about Object Oriented code is that it can make small, simple problems look like large, complex ones
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Detavil - the devil is in the detail, allegedly, and I use the term advisedly, allegedly ... oh, no, wait I did ... BIT COINS ANYONE
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Quote:
Originally Posted by Comment on above post
jafet agrees: But how much is it gonna empty your wallet?
From their answers page: "It will cost less than a good mobile phone."
So around $200 I'm guessing.
I can't wait till this thing comes out. I seriously thought of this idea on my own two weeks before they announced this last summer. Damn Russians stole my idea.
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I quite like the moves some games are making to remove the UI from the screen altogether, or at least the HUD. Games like "The Getaway" where the character bleeds and limps when he's injured, and cars indicate the direction you're meant to be heading.
I think simple is best, and removing layers of complexity wherever possible is always good. Games like "Hitman" where they simply don't include a jump key (because he will contextually jump if the situation calls for it, and precision platform hopping isn't the point of the game) impress me.
In terms of GUIs and HUDs, they shouldn't be too cryptic, any icon based buttons should have tooltips and there shouldn't be as few buttons as are necessary. I like simple access to the gameplay challenges, not for the UI to become the gameplay challenge.
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Quote:
Originally Posted by Phas0r
I really like the UI of Half-Life 2, you see a easy to use and straight forward menu with a beautiful living background ... and it is very clean
Ya that's not bad, I just don't like it when a game uses a heavy duty image or video click as the backgroud, that makes everything go slow (I'm thinking oblivion).
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Map UI
What are some of the coolest map UI's you have seen in games. I am trying to get inspired to create a new map UI that isn't like Googleearth's and wanted to see what some of your favs are!