|
C
|
 |
« Reply #60 on: March 30, 2012, 09:44:43 PM » |
|
I'm not sure if it's the best, but I quite liked Terraria's UI.
It's not. I'm sure. Are you me? I love you. This and the Mechwarriors and Hawken.
|
|
|
|
|
Logged
|
|
|
|
|
forwardresent
|
 |
« Reply #61 on: March 31, 2012, 08:20:08 AM » |
|
I should have said Terraria had the most manageable interface of a game of that type I've played recently. It was a pain before they made the hotbar lockable though.
Mech games, in my experience, have rather slick UIs. Being actually inside the mech really adds to the immersion. I didn't care for Steel Battalion's UI though, that felt a little cluttered. Although I think like 10 people played that game, which is a shame because the controller was amazing.
On the same lines, flight simulator UIs are a little daunting at first, but again for the sake of immersion and the simulation aspect they're amazing.
|
|
|
|
|
Logged
|
|
|
|
|
rivon
|
 |
« Reply #62 on: March 31, 2012, 09:35:37 AM » |
|
On the same lines, flight simulator UIs are a little daunting at first, but again for the sake of immersion and the simulation aspect they're amazing.
Flight simulators are, well, flight simulators. You shouldn't be surprised that there are fully functioning cockpits.
|
|
|
|
|
Logged
|
|
|
|
|
forwardresent
|
 |
« Reply #63 on: March 31, 2012, 10:04:12 AM » |
|
On the same lines, flight simulator UIs are a little daunting at first, but again for the sake of immersion and the simulation aspect they're amazing.
Flight simulators are, well, flight simulators. You shouldn't be surprised that there are fully functioning cockpits. True, I think simulations lie on one extreme of UI design. I just think it's neat the hyper realism of it allows them to be used in training for actual aircraft. Now all we need to do is wait for science to catch up and give us all mechs. More on topic, did anyone play the STALKER games? I think they really nailed the UI with Call of Pripyat. I didn't like the Shadow of Chernobyl UI as much, and I can't really say much about Clear Sky.
|
|
|
|
|
Logged
|
|
|
|
|
Jackson31
|
 |
« Reply #64 on: April 01, 2012, 08:29:23 PM » |
|
On the same lines, flight simulator UIs are a little daunting at first, but again for the sake of immersion and the simulation aspect they're amazing.
Flight simulators are, well, flight simulators. You shouldn't be surprised that there are fully functioning cockpits. I really like it when FPS game's have displayed info in a similarly immersive way like fallout's pipboy, the gas masks in Metro2033 and even the rist watch in Goldeneye, all so much more creative and fun than a boring number slapped on the bottom corner of your screen
|
|
|
|
|
Logged
|
|
|
|
|
Alevice
|
 |
« Reply #65 on: April 02, 2012, 03:07:30 PM » |
|
I'm thinking of starting a tumblr for game menus.
It's unbelievably helpful to look at when you're trying to develop your own menus, but good menus tend to go unnoticed when they're done right.
This is old and incomplete as fuck, but I wanted to start a gallery on RPGs UI as a mean of comparison. Here is what little I managed to collect: http://www.alevice.t15.org/Screenshots/CRPG.html#
|
|
|
|
|
Logged
|
|
|
|
|
|
|
craigtimpany
|
 |
« Reply #67 on: July 16, 2012, 12:48:30 AM » |
|
SWAT 4 had an outstanding UI. Usually I find the controls of squad-based shooters very cumbersome (Which direction on that wobbly 360 D-pad is the Go-To command? I can't remember...), but SWAT 4 was a joy. 4 guys under your control in a full 3D environment, real-time with no pausing, each with an inventory - it should've been a overcomplicated mess, but it wasn't.
Conventional PC shooter controls, with the exception that right-clicking disengages mouselook and brings up a context menu specific to the item you're looking at. For example, the menu for a closed door had things like 'Breech with explosives and clear room', 'Queue up and wait', 'Open, flashbang and clear room'. IIRC, the function keys toggled who (or which fireteam) you were issuing the command to.
Using an in-game context menu allowed for lots of commands, and lots of commands allowed for compound actions that were really specific to the player's objectives.
It got a lot of mileage out of Picture-In-Picture as well. You could select whose eyes you wanted to see through in the little PIP window, and there was a toggle to briefly enlarge and take control, just in case you wanted to take that sniper shot yourself.
|
|
|
|
|
Logged
|
|
|
|
|
jethrolarson
|
 |
« Reply #68 on: July 19, 2012, 05:43:11 PM » |
|
I design non-game UI for my daily bread yet I always prefer to use as little GUI as possible, if you can replace dialogs and menus with interacting with real objects that's usually a more compelling experience. With touch on iPhone designers started to try new ways of direct manipulation in lieu of buttons. e.g. swiping left and right to advance through a photo album. I find these kinds of interactions to be much more immersive than traditional UI.
The best UI is invisible, and the best UI designers will never win an award because they wont design UI for it's own sake.
|
|
|
|
|
Logged
|
|
|
|
|
James Coote
|
 |
« Reply #69 on: July 22, 2012, 01:31:08 PM » |
|
UI design for flight simulators ought to be awesome. After all, they are basically copying the UI / controls of a real plane, and you don't want planes to fall out of the sky because the pilot got confused over ambiguous dials or accidentally pressed the wrong button There are some really shiny UI's at http://dribbble.com/ though it doesn't show you movement or responsiveness. Real Time Strategy games seem to have UI down (at least for the ones I've played). By and large, they are responsive, not cluttered, have shortcuts for advanced users and are fairly intuitive. Until you try and play one with a console controller rather than a mouse and keyboard :p
|
|
|
|
|
Logged
|
|
|
|
|
Graham.
|
 |
« Reply #70 on: July 22, 2012, 02:41:16 PM » |
|
the iPhone.
|
|
|
|
|
Logged
|
|
|
|
e_va
BANNED
Level 1
|
 |
« Reply #71 on: July 22, 2012, 02:48:12 PM » |
|
itt people nostalgic about horrible ui
|
|
|
|
|
Logged
|
|
|
|
|
J-Snake
|
 |
« Reply #72 on: July 22, 2012, 05:58:51 PM » |
|
My favorite game UI experience is from one of the most underrated games of this generation, namely Splinter Cell Conviction  . I wanted, but I have never seen much quality to any Splinter Cell game. Incompetent execution.
|
|
|
|
|
Logged
|
|
|
|
|
Graham.
|
 |
« Reply #73 on: July 22, 2012, 06:10:47 PM » |
|
Splinter Cell is hard to get into for me. I`ve shot enough dudes in good games already. And now basic stealth I`m accustomed to.
I`m going to bring up the ring menu from the old Square titles: the Secret of <blank>. The integration their use had with actually playing the game was so smooth. The menu transition was excellent.
Valve menus are responsive, like a dream.
I like the old Final Fantasies. They had the gloved hand that pointed to things - character - and were so slick and simple. White-on-blue, fast cursor. The click noise was basic. And... wait for it... it loaded fast. The sub-menu loaded fast. The character action menu in battle loaded fast. Text boxes went by fast. Yess. Even your character moved fast (with the right equipment, jeeze).
FF13 had a half-second to fucking-forever pause when the character action menu opened in battle, after he/she had filled her action gauge, just to fuck with you. FF6/7 didn't have that, no way. It's like Square actually, objectively, dumbed it down, just to do it, for no reason. Oh man... Square....
Deus Ex: HR? It was like 2 seconds to open the menu. It took a whole second to open the quick-menu. The quick menu.
....
....
....
....
|
|
|
|
|
Logged
|
|
|
|
|
J-Snake
|
 |
« Reply #74 on: July 22, 2012, 06:23:42 PM » |
|
What's the point of an infiltration/stealth-game when the A.I. varies between incompetent and fucked up.
|
|
|
|
|
Logged
|
|
|
|
|