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New UI preview!


Chris

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That looks comepletely horrid.

All are good but soldier equip....Those (the soldier) still looks like a crack addict and his posture is more suited for a Zombie squadron than anything else.

Real soldiers don't look like pornstars, actors or body builders. They look like everyday people. And when they are called into combat against humans they are always upset about the whole thing. And when sent against an unknown foe with superior tech to be allmost certainly slaughtered...well you would look ten times worse. This style fits with the games aesthetic wonderfully. If that is too much of a problem then you could always mod paper bags on top of faces, or not play the game. Just sayi'n.

Overall screen luminosity should remain within a relatively narrow range. That is not constant, but if let's say the screen puts out an average of 12-20% of white field during the tactical missions, it should stay in a reasonably close range (maybe 8%-30%) in menus.

(╯°□°)╯︵ ┻━┻

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All of the screens look good to me.

I think complaints that it looks a bit like a spreadsheet are a good thing as well.

After all that is pretty much what the UI is supposed to be, the commanders paperwork.

I am curious if the new soldier equip screen will support multiple ammunition types for the weapons.

That is a commonly requested/mentioned mod that would be an awful lot easier if that support was there.

Maybe by right clicking the ammo to select from available options as with the grenade shortcut in ground combat?

I know you have said a couple of times that you don't want to do any more work on them but there are a couple of little things... as always :P

On the base overview screen the list on the top left has total personnel separated from the breakdown of how many of each type of personnel you have.

I would move the available personnel capacity to the bottom, where hospital beds currently are, to keep that info together.

On the manufacturing window I feel it would be nice to be able to select the number of items you want to produce before clicking commence project and list total cost, materials, and production time along with the individual unit numbers.

On the aircraft screens I would like to see all weapons display their amount of ammo if it is above one.

The same would also be nice on the vehicle equip screen where the machine gun does not tell you how many rounds it has currently.

I would also like to see the dropships list their maximum passenger and vehicle capacity on their info sheet somewhere.

The new UI does not seem to have a space for that.

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Some serious war is going on here.

Chris, if i'm allowed to, i'd want to speak my two words.

Great job. Interface is much cleaner and appropriate. Gotta love this guy in the barracks.

I know how painful it is to withstand criticism on the hard work you've just finished (you're doing pretty well though, withstanding) and also know how people dislike major changes in something they was used to, so... I will not complain about things that seems wrong to me, because it's either unimportant or i can do nothing better or even help you in any way.

For example, the soldier' stats being a little monotonous (but there was a thread about it, i believe), or soldier medals system which looks a bit like to-do list for every soldier now (but it seems that removing the grey sillhouettes will leave an empty gap if the soldier don't have any medals).

So, keep 'em coming, guys. You are truly the last hope of (xcomfans)humanity.

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Looks great, just one thing, there needs to be a picture of the soldiers weapons on the Chinook screen. At first, before you get to know your soldiers, it can be hard to remember what role every soldiers has when you have only their names to go by. And that is information you need to have when you place your soldiers in the chinook. I at least find myself having to switch back and forth between the soldier screen and the chinook screen. Perhaps the green icon representing the soldiers in the chinook could indicate which weapon he or she is equipped with?

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love the store room. Is it a man or a grumpy women with thunder thighs and knockers to keep you quiet in the morning? Just how I would imagine a pissed off and bored store clerk to look.

Guessing the back ground art is going to stretch/fit properly on final build. Was a bit jarring have the edges repeat, otherwise I like the look.

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All of the screens look good to me.

I think complaints that it looks a bit like a spreadsheet are a good thing as well.

After all that is pretty much what the UI is supposed to be, the commanders paperwork.

If it's the commander's paperwork, why not make the background look like paper?

Like this:

Note that while this is regular white office paper, it's not a perfect field of white, it has a subtle texture and overall shading. Just a little, but enough to differ from perfect white. It can be even more subdued and more artificial, less like real paper, more like an abstract texture.

Wide open fields of white really give more of an either MsOffice document feel, when large (here), or "white is the new black" trend that ended just a bit ago when smaller.

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Very nice Chris. The UI conveys both clarity and immersion really well, two things that must've been hard to combine. Also, thanks for honouring the name change request.

I like the idea of the geoscape having a command center pow so I approve of the concept. We've yet to see about execution. ;)

My only criticism.. the research and the workshop have an awkwards cut/wrap on the right side. It looks like a wallpaper that is too small for the screen and is being repeated again.

Placeholder. Says so in the OP.

For example, the soldier' stats being a little monotonous...

Placeholders.

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I've seen a fair few Youtube vids of the earlier ui and I like the clean crisp appearance this one has. The poor downtrodden scientist with the attitude problem is perfect :) Also the amputee with legs akimbo, if designed that way, makes for an interesting run up and hoof in the nads from the commander when things are going pear shaped ;=)

I know you have put a lot of man hours into the ui, so don't be disheartened if some photoshop guru reworks it completely and releases it as a patch.

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When I pick up a sheet of paper with important information on it I don't generally notice the subtle texturing or shading of the paper.

It is just a background to the information.

In the same way I doubt I will be looking at the backgrounds behind the text in game when I am flicking through the screens while playing.

I disliked the new forum when it went live, partly due to the black on white.

I got used to it and don't notice it any more.

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Problem with large white areas on the screen is that the contrast bleeds out the details of the other artwork.

Doesn't really matter in the long run of course, just a wee strange design choice in my wiew.

Looking forward to the game (hell, I'll be ecstatic to get a beta ere new years)

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Mordobb - we're obviously not going to redo all of our soldier art and a hundred portraits because you personally don't like the style. You've clearly also been watching different zombie movies to me.

Just look at imobile zombies in THE WALKING DEAD comics...

Its the stance,the arm half limping, body passing a lack of energy.

Its so opposite and striking when you compare it to the "soldier" of the new Personnel UI.

I know its a small part of the game, i know it gives a lot of work, and there s so much more to do.

Edited by Mordobb
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...but we also know the wrong image in the wrong reviewer can rob sells.

It can also gain them like with this one:

It isn’t simply a slavish remake, however. For a start, the setting has moved from overtly 90s-styled near-future sci-fi to an alien invasion in the midst of the Cold War, and with that comes a more subdued palette and a more military-realistic look. Much was made at the Expo of how dour your soldiers looked on their inventory screens – surly, tired, not handsome, clearly having a bad time. It’s drawn some complaints, but I am entirely behind this – send me into the middle of a desperate battle against an enemy unknown and you’re not going to find me smiling or spending time gelling my hair into a Rob Liefeildesque upright spray of preposterous posing. These guys are in a terrible situation, and it is only right that this dread knowledge would be written all over their scowling faces.

The look of the soldiers was a big plus for me and I think it's way more realistic than elephant people on steroids. They don't look like zombies, they look like people in a stressful situation whose lives are on the line every day. They're not posing at a parade.

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About the issue with to much white :

I think it is fine.

People may be reacting strongly because of the first screen which is still lacking content and thus may look too bright.

Once it is completed, there will be more color and the look will be different in terms of brightness and contrast.

The other screens have mostly light-grey panels rather than white and bold well-separated text. They seem lisible enough and not that taxing to the eyes (i find the forum to be too bright by the way).

Overall I like those changes. I'm very fond of the new geoscape but hope we can still zoom in on the map.

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Looks great, just one thing, there needs to be a picture of the soldiers weapons on the Chinook screen. At first, before you get to know your soldiers, it can be hard to remember what role every soldiers has when you have only their names to go by. And that is information you need to have when you place your soldiers in the chinook. I at least find myself having to switch back and forth between the soldier screen and the chinook screen. Perhaps the green icon representing the soldiers in the chinook could indicate which weapon he or she is equipped with?

I totally agree on this.

I like the new UI but it would be great to have the map of the old geoscape integrated into the new geoscape. I loved that realistic view on the earth.

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Layout seems good. I'm liking some of the ease of use buttons, "Set Equipment as Default."

I don't care for the white and light gray. I actually have used sunglasses to play games before, I don't like running an overhead light if I can get away with it. For any late night game sessions I'll be employing the sun glasses again. I understand the clipboard and theme though.

Apart from room lighting and trying to match ambient light to reduce eye stress there seems to be some conflicting color themes with the new design. The top bar is running the old theme light text on dark background, while all the new parts are mostly dark text on white background. Maybe I am only noticing this because of previous designs. It just comes across as quite a stark contrast.

Also a note on switching between the geoscape and other screens. It is going to be bit of work on the eyes due to the large change in contrast. Soft light in geoscape, hard light in other menus.

Is the entire area clickable for buttons like "Manage Research" and "Hire/Fire Scientists", or is it just the text? There are a number of features in the interface that I can't tell if they are buttons or just text. Obviously rolling over them or the contents of the text itself will most likely resolve any questions. Just something I noticed.

Edited by irongamer
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It can also gain them like with this one:

The look of the soldiers was a big plus for me and I think it's way more realistic than elephant people on steroids. They don't look like zombies, they look like people in a stressful situation whose lives are on the line every day. They're not posing at a parade.

I never required muscle, and although the uniform is bland compared to military standart since Vietnam and Uniform compared to the military AI uniform, i understand it would require some more efforts do replicate any camo on the battlefield.

That aside i consider a art glitch having soldiers having a POW stance, nothing more. They could just be on an attention stance and it would be fine.

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Looks great, just one thing, there needs to be a picture of the soldiers weapons on the Chinook screen.

Not a bad idea but much too fiddly.

I would like to see the ROLE icons displayed with the soldiers, though.

Would be a good overview of the kind of squad you have on the craft.

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I like our soldiers, they a not posing superheroes, but they nice.

I think my two cents after all criticism don't make Chris feels even worse.

Well, at first it's medal system "which looks a bit like to-do list for every soldier now"

Has similar feelling, and I feel something wrong in it

And dislike icons buttons, this toy cars feells not fitting. Text buttons was clear and simple. Even if to change icons pictures i still prefer text buttons.

About all this brightnes disscusion

What about this

http://rghost.ru/41841762/image.png

And this "rooms panel", so far as it's not navigation currently - maybe is better to remove it, or leave single string only current room name board

Edited by zzz1010
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