Brightwood UI [WIP]

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daftigod
Archmage
Posts: 300
Joined: Fri Feb 18, 2011 6:15 am

Brightwood UI [WIP]

#1 Post by daftigod »

hey guys! :)

just looking for some last minute feedback on this thing i've been working on over the past few nights. it started as a small resolution upgrade for the old darkwood ui that comes with oldrpg, but I decided to run with it a little. it's supposed to be boring and unobtrusive, but still functional and somewhat aesthetically pleasing.

here's a preview shot on steam. Lemme know what you think so far!

things i still want to do:
1. figure out where the inventory window's shadow is located so i can remove it, it's causing some weird stuff with the transparency
2. figure out what i'm going to do with the gold area on the player panel
3. re-do the icons in the bottom right corner and add a similar wood frame to them
4. re-do the inventory item slot icons
5. add some minor decoration to the very top of the inventory window to cover the gap around the fill bar
6. ?

i'm working on a mock-up of something i'd like to add as a feature to this ui, and i'll edit this post to put that pic up soon. but, basically i want to create a new panel for the ui that holds the positive and negative current effects. the new panel would only take up a static, rectangular area of the screen, but would still be able to hold all of the current effects by resizing the icons on the fly. when it gets too full, the icons are shrunk and tiled in an efficient manner. this would prevent the effect icons from overlapping other parts of the ui, and also keep the resize and move functions of the other ui panels. also, it should be divided down the middle with an actual divider for positive/negative effects.

after that, i'd like to try to do the same for the health/mana/etc bars. make a new panel that holds all those bars in an efficient manner, can be resized, and takes up a set portion of space and cant overlap others

finally, separate the ammo into it's own panel, and let that float around by itself. so you can put it directly in the center of the screen if you so choose, or at least leave it floating somewhere close to the action so your eye doesnt have to move far, but far enough away so it stays out of the way.

the final goal is to take all of the separate information panels in the ui, make them somewhat similar dimensions by default, and allow them to lock into each other and the borders of the screen, for a fully customizable layout that you can keep for an entire game without having to tweak along the way. If you wanted just a bar along the bottom of your screen, with the player info on the left, then the health/stamina/paradox/equilibrium bars right next to that, followed by the positive effects on the top and the negative effects directly beneath, then the talents on a 3x15 or whatever grid, with the main menu/ inventory/ etc buttons tucked neatly in the bottom right corner of your screen, then dammit I am right with you on that. i would really really like a taskbar of sorts, or a command strip if you wanna sound really tactical. i don't really care what its called, i'd just like to see it in tome a real lot so i'm goin to see what i can do about making it

anyways, check out brightwood ui and leave some feedback please! i'll get working on that mock-up i was talking about. pictures always say so much more! if anyone wants to help out with a project like this, let me know and we can work together!

rexorcorum
Graphical God
Posts: 482
Joined: Wed Jan 05, 2011 8:05 am
Location: There and Back again

Re: Brightwood UI [WIP]

#2 Post by rexorcorum »

The UI looks really nice and I especially like the colour combination. I don't think I can contribute something significant on the to-do list, except maybe adding also a very minimal decoration line at the bottom of the window, because the gap there is even bigger, but that is a totally personal opinion (and I do love decorations, so ...) :)

As for the gold / money spot my first thought was " a purse", but when you start considering the general style and vibe, a gold coin (or a stack of three maybe) will probably mesh better.

Anyway, your work is superb as always and I'm eager to see the whole bundle soon 8)

~~~~~~~~~~

A side note:
You should start thinking also on revamping the achievement dialogue window, 'cause, yeah, I've mentioned loving decorations :). And maybe the achievement icons difficulty framing (for Adventure, Roguelike, Nightmare, etc.)? I don't dare suggesting an OldRPG rework of the icons, but if you like to make a pixelated variation (or a smaller selection), I will gladly share the originals.


Keep up the great work!
~ [ RexOrcorum, a.k.a "rexo": Official Visual Magus, Addon Beautifier, Achiever, Knight of the 561 Trees, Dark Interfacer ] ~
darkgod wrote:~ [ DarkGod whips rexorcorum with Suslik (& many others as well) ] ~

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