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#81
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I really want to use a character with dual wielding bowguns/crossbows.
![]() My first reaction to the HUD layout is Ambivalence. I'm not sure how I feel about it. I am sure that once I start playing I will get so used to it that I will rail against anything I play that has a different HUD.
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medierra "When you play GD it will feel like being punched in the face by a drunk grizzly bear. Thats how awesome it is. ... wait is that awesome? ok, how about - its like you're drunk and a grizzly bear is punching you but... no wait... its like you're drunk, you punch a grizzly bear in the face but the bear is also drunk, so it just explodes into gibs." |
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#82
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I would like you to keep the character picture, however I also don't think that the damage indicating idea would look good enough without a huge amount of work, ie going over all the helms and touching them up, I think that a general black eye etc wouldn't work so well in GD.
So with that in mind I ask that you don't add it and instead add more content or the usable turret tech.
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#83
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#84
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Cheers!
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Official Legendary Grim Dawn Contributor (Diablo III KiLLeR )King among RPGZ! Chop it ! Gold Reward: http://www.youtube.com/watch?v=PqGP4LT_cYo&hd=1 Silver Reward: http://www.youtube.com/watch?v=puhioIlUz0Q Last edited by MadWasp; 12-16-2011 at 07:28 AM. |
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#85
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Have anyone of you displayed the screenshot on full screen?
It's amazing, the UI is not distracting you from the game and yet it has everything needed and very readable. When I look at this screenshot in fullscreen, I can tell I'm going to spend hours and hours of immersive hack n slash rpg. Go for it Crate! |
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#86
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Can you allow us to move the minimap and lock it in place where we feel it works best ?
If so then I'm happy with the UI in functionality but the look can get more defined or sharpened feels a little fuzzy on the sides where the interwoven metal things are. Also the skill button could be larger so they're more easily read when in game. Maybe enclose that black space between them ? I feel the black lines seem to make the skill pictures kinda float in that black space maybe use the space to have the buttons appear more in 3d(embossed ? sry english is my second language) so they'll pop out more. I like the wood feel, how the UI is made of many different parts and the worn out look like the cracks in the glass and the colour of the wood is very nice at least on the left side there seems to be a discrepancy in the colour of the wood and the yellow metal thing to the right. I agree with one of the posters of having spheres for health bars and mana is a good idea because they are more easily seen in the peripheral vision instead of a horizontal red bar I imagine I would have a hard time noticing it when my health goes down in combat but I could be wrong haven't played the game. These are just minor issues with the look all in all it's pretty good where functionality seems to be more important and I agree.
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#87
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I'm in agreement about the minimap, it would be more convenient to have it in the corner. The reason being that when you use it to navigate, you won't have to lower your gaze and miss what is happening on-screen. Apart from that, the UI looks pretty good (green mana is odd though). I hope the artist give the icons a good makeover
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#88
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Not really fussed where the minmap goes, the important part is the actual map :P... my suggestion would be to have it similar to D2 where you can have a transparent version of the map in the center, it was the best damn map system IMO as i could look and play perfectly well, much better than a minimap but it has to be non interactive, not like the sad map in D3 thats pathetic.
have a feeling this would be to hard/ineffective of time for it though :P |
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#89
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#90
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I think it is too big, busy, bright; less is more.
- The ornamentation makes it bulky; I'm a minimalist and want the UI to be subdued and in the periphery so I can stay immersed in the game world (almost like the "magic eye" pictures: you don't see it unless you specifically want to see it). I want to forget I'm in front of a computer - Are all those buttons needed on the UI (as opposed to a "Start" menu, ESC menu, or key bindings only)? - The brightness of the UI contrasts too starkly from the environment and it keeps pulling my eyes toward the bottom I liked TQ's UI. It had a nice design to it but it was wholly unobtrusive. I thought the compass/map was perfect in location and with its toggles. |
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| Tags |
| configurable, hud, user interface |
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