Hi there! I’m looking to get feedback on the menu panels for the gamemode I’m writing. My past UI has primarily focused on functionality over form. This time around, with functionality knowledge in-hand, I want to develop a UI that looks a lot nicer and flows a lot better. What I have so far is rudimentary aesthetically, but functions well. If anyone in the community would like to suggest some changes to help make the UI look nicer, any tips at all would be appreciated. And before you say anything, I am aware how awful dermaDefault and Color(175, 175, 175) looks when it’s applied to 90% of everything, but that’s why I’m here. Critique away.
EDIT: removed links, code is no longer up-to-date with current menu
I suppose linking the menu code also means people may scrutinize the code itself. If you see something bad, feel free to share. I’m ready to be ripped to shreds for bad coding habits.
To start off, this is the first menu you will see after you select a team. It’s a role-based shooter gamemode (as if we have enough of those, but hey, its what I want to make). Before a player can start playing, they must select a role, which changes what sort of weapons and equipment is available to them throughout the game.
Features include:
- Soft clicking on button mouse-overs and button selection
- Auto-updating role selection as you increase your in-game level.
- Auto-updating enemy and team role information (will only display “No information to Display” when there are no enemies or teammates - currently WIP)
This next picture shows the highlighting that occurs BOTH when you select a role (click on it once) and when you hover over it. This is disabled for locked roles.
Features:
- Selecting a role enables the two buttons at the bottom of the menu
– Includes the same soft clicking sounds and highlighting as the role buttons
– The left button describes the role and my intention with them
– The right button tells the user what armor type the role comes equipped with
Clicking on the “armor” button (the right-side button) will open up this menu, where all of the armor types are described, in detail, and how health/damage mitigation/movement is effected by each armor type.
Features:
- All armor types can be seen and compared
- Similar clicking/highlighting functionality as the buttons described above
- Lists the following: (WIP)
– Damage mitigation (to the head, body, arms, and legs)
– Starting and maximum health
– Walk speed, run speed, and jump power
Clicking on the “role’s description” button (the left-side button) will open up this menu, where all of the roles will be described more elaborately.
Features:
- All roles can be seen and compared
- Similar clicking/highlighting functionality as the buttons described above
- Lists all weapon availability, based on weapon type (as mentioned above, weapon types will be limited by class, so, for example, a recon-type class won’t be allowed access to shotguns and heavy machine guns)
– Currently WIP, may need to extend this panel out a bit
Finally, the meat of the menu (so far) is the Loadout menu, where players can equip different primaries, secondaries, equipment, and different attachments for most of them (I’m currently using Knife Kitty’s DOI/INS2 weapon pack for the gamemode.)
Features:
- (WIP) Shop button in the upper right hand corner of the menu opens up a shop where in players can purchase new weapons (only available to certain classes) and attachments for those weapons
– Currently undecided if attachment purchases will be on a per-weapon basis or not, each has its pros and cons - (WIP) Quick-swap your purchased weapon by clicking on its model in the left hand side
- (WIP) Quick-swap your purchased attachments by clicking on their models underneath the weapon’s model and information
– In spaces where no model is equipped, a default icon is grayed-out indicating so - (WIP) Weapon information that is better (or worse) compared to its default values will appear green or red, respectively
- (WIP) All weapon information is dynamically updated as you equip/de-equip attachments
- Also has the same soft clicking and highlighting as described with the buttons from above
That is all I have for now, I’d like as much feedback/many suggestions as possible. So far it works really well, but I think it looks positively awful.