[QUOTE=Sievers808;44741038]It sure looks fancy and very nice, but it feels a bit too "future-y" for Rust, dontcha think? Like something you'd see on the iPhone 29XGs.[/QUOTE]
It's designed well for any kind of game, not too intrusive. If health was re-worked in this HUD to be more practical (within the contracting rim etc). The game would have so much more original character.
Another design. again not for the HUD (see the other post mentionned) but for the inventory/crafting menu wich in any case can't be immersive AND effective. On discussion about make it accessible. it's not for console fitting or dumbing (ha.. pc gamers...) , it's for the game to work with VR systems, wich i think would be a blast and totally fitting the game. Back on subject : I decided to think about ease of use and efficiency, I think whatever the windows styling (addind textures, effects) would still break immersion, so for now I made it neutral and working on usability. The only effect is the background going a little blurry, for representing that you are focussing on something else and not as aware. And also to increase and ease readability. [IMG]http://www.erathic.com/00_RUST/RUST_3.jpg[/IMG]
It looks nice but it's a lot of information on the screen at one time, almost overwhelmingly so.
Not sure if you really need the player name all huge in the corner.
Yep here's some adjustements, Instead of the players name (because who cares?) I added the number of days survived and the current player "status", as a replacement for health and others bars as explained in the No HUD thread.
About the informations yep there's a lot, there's some situations where you have to act or access things and adapt yourself quickly, so I though it would be great to have everything at one place and not have to navigate into too many sub-menus.
[IMG]http://www.erathic.com/00_RUST/RUST_4.jpg[/IMG]
I like the idea of the days survived count. That's cool. Personally I also think the HUD is balanced out, at least for my personal preference it's not too much info on screen at once. Makes me think of Darnified UI for FO3/FNV. Crisp, tight text, plentiful info but not overwhelming. Nice work :)
Some tweaks : added a 3D effect for reducing the information clutter/pressure, adding some sort of immersion/link with the game.
[IMG]http://www.erathic.com/00_RUST/RUST_5.jpg[/IMG]
[QUOTE=era85;44756599]Some tweaks : added a 3D effect for reducing the information clutter/pressure, adding some sort of immersion/link with the game.
[IMG]http://www.erathic.com/00_RUST/RUST_5.jpg[/IMG][/QUOTE]
Freaking badass
Alright, but how do you move stuff from your backpack to your body, or crafted items to your backpack? You'd have to use some sort of animation to drag and drop it into other parts, so the UI would move around all the time.
I really like the idea, but I don't know if this would work well in reality.
Also, I still believe there's too much text involved. Lots of these labels could and should either be removed or replaced with symbols instead. I also don't like the bright white used. Colors should be a bit toned down and maybe incorporate more brown and greenish tones to blend in more with the actual surroundings. This is quite challenging though, since readability needs to be maintained at all times.
Edit:
By the way, please don't get me wrong. While I may sound very critical I do enjoy your concepts, and I think they are going into the right direction.
I think there should be a button/key for equiping/replacing an item to your body without having you to drag it.
and whenever a item from the backpack is equiped, Both panel (Equipement / Backpack) should be be displayed, you you can see you new stats.
On the craft menu the same button would allow you to take crafted items to your backpack or to your pockets by tapping their shortcut (1,2,3,4), if the pocket is occupied, the content is moved to the bag, if there's no place it is dropped in the floor.
This might work? I hate drag and drop :( .
I think drag and drop works best because it 'feels' more natural than pressing a button. Also, when you're doing some heavy inventory management, because you were farming a lot and now you're using these materials to craft lots of stuff, clicking those buttons could be quite annoying after some time.
Any of you know where i can find some of the game icons in good resolution ? so I can make some more accurate mock-ups?
A few days ago I found a site where there was lot of icons and player suggested items, but I can't find it anymore.
I definitely like the drag and drop. Looting bodies in a panic is the best example of why drag and drop is necessary.
[QUOTE=era85;44756806]A few days ago I found a site where there was lot of icons and player suggested items, but I can't find it anymore.[/QUOTE]
[url]http://admin.playrust.com/item/list/approved/all/[/url]
Thanks for the link !
Lol right ya thats exactly why I hate drag and drop, but I admit it's part of the gameplay.
Actually the latest UI could very work with drag and drop, When you drag your item to another "panel" it unblur and turn itself flat. then both "active" panels remains flat- Fixed lol !
[QUOTE=era85;44756972]When you drag your item to another "panel" it unblur and turn itself flat. then both "active" panels remains flat- Fixed lol ![/QUOTE]
Hm. Could work, but I'd need to see that in action and play around with it to make a final judgement. I'm still skeptic about UIs that incorporate (too many?) moving parts.
[QUOTE=era85;44756806]Any of you know where i can find some of the game icons in good resolution ? so I can make some more accurate mock-ups?
A few days ago I found a site where there was lot of icons and player suggested items, but I can't find it anymore.[/QUOTE]
I think you should really polish your design I have a few friendly suggestions.
1. Combine Backpack Inventory and clothing inventory. Make it one box which will make it cleaner and perhaps just a label which section is clothing (pockets) or your backpack. Also, the "hands" section seems unnecessary, I know it's a feature in DayZ but I don't see it coming into Rust.
2.No words or numbers, use just symbols or bars if you can, it will make it cleaner and more natural plus it will make it easier for players who don't speak english. So when it comes to the inventory you could have the silhouette of a backpack and a silhouette of a shirt to show the different sections.
I hope you consider it when improving on your already great design! Oh and by the way I love how you cycle through the different sections, how the background is blurred when going through the menus, and I love the transparency of it. Great job! Please consider my suggestions.
Thanks for the feedback,
I've never played Day-Z actually, but i like how L-R hands were managed in Skyrim,
and that it would be cool to wield a hatchet and a torch at the same time for example.
But maybe displaying the slots are not neccesary and just an icon with (L) or ( R) on the equiped item would be enough,
and (LR) if it's a weapon/tool that need both hands. Also yeah about text, i'll make some icons to replace them, i was just lazy xD for that at this time.
Here's an updated mock-up but not with the latest suggestions, but another one is already in the work reflecting them =)
Added :
- item icons !
- icons for damaged items
- navigation for crafting receipes
- workbench boost
- removed title section for tooltip (top right corner)
[img]http://www.erathic.com/00_RUST/RUST_6.jpg[/img]
[img]http://www.erathic.com/00_RUST/RUST_7.jpg[/img]
Keep working on this :) I am very impressed with your work! keep to this design, clean it up though, the less text the better, smooth it out! There is a lot of beauty in simplicity. Thats what caught my eye at first, embrace it! Great job
P.S. Be sure to keep the 3D menu thing you had going, it prevented the screen clutter
[QUOTE=era85;44758781]Thanks for the feedback,
I've never played Day-Z actually, but i like how L-R hands were managed in Skyrim,
and that it would be cool to wield a hatchet and a torch at the same time for example.
But maybe displaying the slots are not neccesary and just an icon with (L) or ( R) on the equiped item would be enough,
and (LR) if it's a weapon/tool that need both hands. Also yeah about text, i'll make some icons to replace them, i was just lazy xD for that at this time.
Here's an updated mock-up but not with the latest suggestions, but another one is already in the work reflecting them =)
Added :
- item icons !
- icons for damaged items
- navigation for crafting receipes
- workbench boost
- removed title section for tooltip (top right corner)
[img]http://www.erathic.com/00_RUST/RUST_6.jpg[/img]
[img]http://www.erathic.com/00_RUST/RUST_7.jpg[/img][/QUOTE]
Haven't checked in here in a while, but I am mighty impressed, this looks really cool. Just turn up the transparency a bit along with the items, possibly. Looks excellent though.
Thanks, glad you like it =)
turning up ? Do you mean, having more or less transparency ?
Here's some progress,
Added :
- Equipement stats icons and gauges : Cold resistance / Perforation resistance / Heat,Deshydratation resistance / Radiations resistance / Buyoancy,Swiming efficiency
- Removed L/R panel, replaced with icons (L),(R).
- Shrinked the menu so it could work on non-wide screens ratios.
- Only 2 active unfolded panels at a time : either Equipement+Inventory or Inventory+Crafting, swith to one to another by mouse-hover the un-active panel.
- Moved the equipement slots to the same side, closer to the bag for a shorter/faster drag and drop "travel".
- Moaar pockeeets.
[img]http://www.erathic.com/00_RUST/RUST_8.jpg[/img]
[img]http://www.erathic.com/00_RUST/RUST_9.jpg[/img]
Symbols should probably display text if moused over just in case someone doesn't get what it means
[QUOTE=era85;44759925]Thanks, glad you like it =)
turning up ? Do you mean, having more or less transparency ?
Here's some progress,
Added :
- Equipement stats icons and gauges : Cold resistance / Perforation resistance / Heat,Deshydratation resistance / Radiations resistance / Buyoancy,Swiming efficiency
- Removed L/R panel, replaced with icons (L),(R).
- Shrinked the menu so it could work on non-wide screens ratios.
- Only 2 active unfolded panels at a time : either Equipement+Inventory or Inventory+Crafting, swith to one to another by mouse-hover the un-active panel.
- Moved the equipement slots to the same side, closer to the bag for a shorter/faster drag and drop "travel".
- Moaar pockeeets.
[img]http://www.erathic.com/00_RUST/RUST_8.jpg[/img]
[img]http://www.erathic.com/00_RUST/RUST_9.jpg[/img][/QUOTE]
Looks really really cool, can't think of what more you could do with that sort of setup, other than making the shaping a little different (all the "backpack" slots are packed together in a backpack shape, or whatever, not super important but might look kinda cool.) Nice work, I'm looking forward to more stuff from you. Couldn't hurt to see if you could get on the facepunch team as a member of the art team, assuming they are still hiring.
Thanks ! hehe being part of the Rust Art team would be amazing :P
I think I'll try to embed it in some sort of tablet or something set "in-world" as the other HUD thread idea, just to see if it can fit and be more immersive maybe. Also i'll make some animations test so we could figure out usability issues.
Edit : Oh, also since Unity3D is designed to manage iOS and Android very well, it could be amazing to have the entire UI on a separate device, a tablet or smartphone.
[QUOTE=era85;44746710]Here's a new one, this time it's not the HUD it's the inventory menu :
[IMG]http://i.imgur.com/xID9w4r.jpg[/IMG][/QUOTE]
Looks like WarZ HUD
Here's some updates, i tried to make it as compact and minimal as possible, but still having all essentials informations at sight.
[IMG]http://www.erathic.com/00_RUST/UI/RUST_10.jpg[/IMG]
+ explanations :
[IMG]http://www.erathic.com/00_RUST/UI/RUST_11.jpg[/IMG]
[QUOTE=era85;44777949]Here's some updates, i tried to make it as compact and minimal as possible, but still having all essentials informations at sight.
[IMG]http://www.erathic.com/00_RUST/UI/RUST_10.jpg[/IMG]
+ explanations :
[IMG]http://www.erathic.com/00_RUST/UI/RUST_11.jpg[/IMG][/QUOTE]
I like the idea of current status, though I feel it should be a variety of possible messages depending on status, for variety's sake. Seems really cool though, it's like a really quick synopsis of your character in the form of an internal monologue.
[QUOTE=era85;44777949]Here's some updates, i tried to make it as compact and minimal as possible, but still having all essentials informations at sight.
[IMG]http://www.erathic.com/00_RUST/UI/RUST_10.jpg[/IMG]
+ explanations :
[IMG]http://www.erathic.com/00_RUST/UI/RUST_11.jpg[/IMG][/QUOTE]
Love it! Just miss the 3D old version :( where you could only view a panel at a time
^^ Thanks, hmm, here's one with a little 3D effect, not very "useful" yet :
[IMG]http://www.erathic.com/00_RUST/UI/RUST_12.jpg[/IMG]
I'll try to fit back a 2 panel navigation to have an even less-intrusive menu on the next one,
Wow these look amazing, Makes me want to re-install photoshop
Go go ! ^^
Or try Illustrator, it's a lot easier/faster for UI design =)
Sorry, you need to Log In to post a reply to this thread.