UI suggestions Aug 31, 2012 11:34:39 GMT -5
Post by amitp on Aug 31, 2012 11:34:39 GMT -5
- Use a sans serif font in more places; easier to read, more sci-fi
- Use 50% black background under chat area to make it easier to read (and then your chat area doesn't need a border)
- Show economy when in town, instead of when zoomed out, because that's when the resource indicators matter
- Move gridshards and level to the edges of the screen; center should only be about what I need to know in combat
- Consider changing health bar into the same as the shield circles. Simplifies things and as far as I can tell the mechanics are the same. Health bar is equivalent to an innermost shield, right?
- Collecting N shards that have to be combined? Make the graphic into something with slots. Think of the Trivial Pursuit circle that had six wedge slots. People naturally want to put wedges into it. No explanation necessary.
- That should be your goal with the UI — make it so that people naturally want to do the right things, with no explanation necessary. Read about affordances. The way it looks should suggest to the player what they should do.
- Towns have resources and buildings but these aren't connected. Draw the resources on the map to match how much each town has of each, instead of having to read resources. Place the buildings on those resource nodes directly so that the connection is clear. I'll ponder some more ideas for this when I post about maps.
- Use a unique shape / color for each resource.
- Stretch goal should be to have NO tooltips (especially if you want to use the double click driving mode, or if you want to make this work on Android at some point)