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Author Topic: User Interface, What the user first sees.  (Read 3886 times)

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Offline rayzote

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User Interface, What the user first sees.
« on: April 19, 2015, 10:31:52 »
Hey amigos! :P

Since the game is slowly coming, I don't to waste time thinking too far ahead, so, why not help with what's currently being develop?
I know User Interface is currently under development and usually not a problem since it might be a simple idea, now, I know so far SLO's current UI is not "very" complex, but it's obviously one of the first and most important elements of any game. But it's also true that UI has a lot to do with the whole beauty of the games. That's why I dug up a little bit on internet and found people claiming and comparing UI of different MMO's.

I will only discuss the customization and layout of the UI, not any other display (char inventory, jutsu tree,etc).

In General, most gamers want a clean, stylized and clear User Interface, they don't like to see their display full of unnecessary crap, even if it is customizable or removable, the default is very important.

Let's go from the top to the bottom. FIRST!


Character Overview Health and Chakra , along the face char.


The character overview of the UI usually contains the very basic information of the character and the char pic. Since players have many different likes, many games have the char overview on the bottom center or the top left. As the two images below.


In this part, we will most likely have 2 bars, plus the stamina which I believe to be different. The char pic at the left on a circle frame, with a general level or ranking(if to be an addition) at the left bottom of the circle frame.
 
The two types of info given in the bars could in numbers, percentages or both:
  • [Current amount]/[Total amount]

  • [Current health]



Sometimes stacked boosts, buffs, poison/bleeding icon,etc are shown below the bars such the ones in the pic below...


MiniMap, is a must


The famous minimap mostly displayed on the right top or right bottom, with zoom in and out,etc. The player is the point or arrow on the center of the minimap. The minimap may be detailed or made out of geometric figures. Buildings and other players may be displayed as points, geometric figures, icons or with names. The default size of the minimap may be medium-small but still customizable.


Tera's HUD is pretty interesting, it has a navigation map on the top right that maps the nearby players and enemies, and shows north to somehow locate yourself to not get lost.


BUT! the UI also includes a transparent map that only shows roads, and the name of the nearby buildings with names or icons. the second map can be hide so it doesn't bother but although the second map is bigger it doesn't really bother the player's view since it's transparent.




ChatBox


ChatBox!! well, what is a MMO without social interactions? A transparent or low-opacity medium-sized box on the lower-left side of the UI with show/hide capabilities and obviously scroll up and down. Marvelous ability to write while running, which I know it's already ingame.
The ability to talk only  your organization, private or public.



Lower-Center Menu UI

I don't have the image of the SLO's lastest UI design, and I don't remember very well how it was organized, but I do know! that the middle menu, which most of the time contains options, inventory, skills, guild is very much positioned on the top center or bottom center. The buttons shown may be optional shortcuts or preset in the UI, in other words, these may or may not be removable, replaceable or movable. 



Hotkeys!!


I know, I know, jutsu are created with hand seals, why do I need hotkeys then? well, remember there is more than hand seals. From bandages/herbs to cure yourself to taijutsu attacks and combos/special attakcs. Also there may be some jutsu that do not require hand seals. Well, I believe this can be solved with HOTKEYS! The lastest design of the UI didn't include hotkeys, so this is totally a suggestion!!. What's also included along is the famous different sets of hotkeys for different situations.


Mission Tracker


This is something many MMO's have to check the current tasks/missions without having to open the complete quest window. This portion placed in the right-middle of the UI,which may show the current quest given by the kage or the org leader.


Anything here may or may not be resized or move
I'm not confirming anything, this is to inform/suggest Vreg about what I've dug.
« Last Edit: April 20, 2015, 07:55:43 by rayzote »


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Offline Saitou

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Re: User Interface, What the user first sees.
« Reply #1 on: April 19, 2015, 15:31:02 »
Very interesting topic. Could I ask you to dig up more and include Tera's UI ? I found it very appealing when I played the game myself.
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Offline rayzote

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Re: User Interface, What the user first sees.
« Reply #2 on: April 20, 2015, 07:58:32 »
Updated, added hotkeys, Lower-Center Menu and some info of Tera's HUD as @Saitou suggested.
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