Author Topic: Item selection UI presentation  (Read 3233 times)

Offline Cid Ferringer

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Item selection UI presentation
« on: October 11, 2013, 04:36:03 am »
The formating of the text is a mess, which results in stats which are harder to read than they should be.
All tools could do with some better formating, but I'm going to take gunnery items as an example.

I think this gif image speaks for itself.

« Last Edit: October 11, 2013, 04:43:00 am by Cid Ferringer »

Offline Spud Nick

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Re: Item selection UI presentation
« Reply #1 on: October 11, 2013, 04:38:25 am »
Looks great!

Offline Alistair MacBain

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Re: Item selection UI presentation
« Reply #2 on: October 11, 2013, 04:42:01 am »
Besides these odd effective vs thats pretty nice.
Better would be an effective on.
In the example lj, hflak, mine launcher

Offline Cid Ferringer

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Re: Item selection UI presentation
« Reply #3 on: October 11, 2013, 04:48:53 am »
Besides these odd effective vs thats pretty nice.
Better would be an effective on.
In the example lj, hflak, mine launcher

Yeah, that's what I had in mind but I just copy pasted the text from a weapon..

For the engineer weapons it would be interesting to have bars, like the weapons have, since you can base it on the tool that repairs/rebuilds 100%.

For example:

Mallet:
Repair rate      [█████████████]
Rebuild rate    [█████████████]
Cooldown 9s. [█████████████]

Spanner:
Repair rate       [█████████████]
Rebuild rate     [█████████████]
Cooldown 2s.  [█████████████]
« Last Edit: October 11, 2013, 04:50:33 am by Cid Ferringer »

Offline Alistair MacBain

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Re: Item selection UI presentation
« Reply #4 on: October 11, 2013, 05:07:40 am »
Actually i rather have raw numbers than some weird bars.

Offline Cid Ferringer

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Re: Item selection UI presentation
« Reply #5 on: October 11, 2013, 05:08:56 am »
Actually i rather have raw numbers than some weird bars.

Why not both?
Bars make comparison much easier..

Offline Cid Ferringer

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Re: Item selection UI presentation
« Reply #6 on: October 22, 2013, 02:18:12 pm »
Shameless bump.

Offline Lord Vid O' Gam

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Re: Item selection UI presentation
« Reply #7 on: October 22, 2013, 02:43:45 pm »
The text formatting looks amazing. I had little trouble reading it before, but the way you've outlined it is the modern standard right there.

Not too sure about the bars though, I think it'd be simpler to just keep the numbers for clarity's sake.

Offline Cid Ferringer

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Re: Item selection UI presentation
« Reply #8 on: October 22, 2013, 02:49:31 pm »
The text formatting looks amazing. I had little trouble reading it before, but the way you've outlined it is the modern standard right there.

Not too sure about the bars though, I think it'd be simpler to just keep the numbers for clarity's sake.

But the numbers doesn't tell much to a new player..
With bars you can see that a mallet is the best for repairing but also has the highest cooldown..
The bars puts things in perspective.

But as I said, why not bars with numbers on them?

Offline The Djinn

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Re: Item selection UI presentation
« Reply #9 on: October 22, 2013, 03:44:06 pm »
But the numbers doesn't tell much to a new player..
With bars you can see that a mallet is the best for repairing but also has the highest cooldown..
The bars puts things in perspective.

The bars are also a huge problem though, because the in-game display doesn't have a simple correlation like "1 Bar = 50 Health." Bars would be great to show healing if this correlation existed, but even then it's confusing for something like cooldown or repairing, which isn't measured in bars.

Offline NoWuffo

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Re: Item selection UI presentation
« Reply #10 on: October 22, 2013, 04:23:06 pm »
This looks really good, dude!

I'd be in favor of just raw data for engi tools, but regardless making things easier to read is definitely a good idea. I've actually had 3 separate players try to tell me that a wrench is a better rebuild tool than a spanner...

Tell ya what, forward this gif along to Feedback@musegames.com, I'm sure they'd love to see it!

Offline Sprayer

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Re: Item selection UI presentation
« Reply #11 on: October 22, 2013, 04:57:19 pm »
Yeah, make the cooldown an rebuild in cake charts, since those are measured in cake parts.
Also, would you list reduced projectile speed under boni or mali?

zlater75@hotmail.com

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Re: Item selection UI presentation
« Reply #12 on: October 22, 2013, 05:50:51 pm »
Cid > would you have any ideas on how to make the numbers and bars so when shifting between ammotypes it would be easy to compare? like some fade, identical icons (what best used against) and similar in between so easier to merge?

What i mean is like you have car or rpg games that when comparing items/vehicles/ingame objects immediately give a red/green for weaker/stronger and how much +/- numbers or even percentage.

Would that be possible? Or would it be too much?

I like the enhancement. gj.

Offline Cid Ferringer

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Re: Item selection UI presentation
« Reply #13 on: October 23, 2013, 07:26:28 am »
With Pie Charts or bars, it would be based on 100%, where the best one has 100%.

The Pie Charts in-game are different depending on ship though. So it might get confusing.
I guess the time is always the same though..

@Genozide, that's really out of the scope for this, since I just intended to present an easy way to tweak the layout.
First off, it would require a static position of the stats, and it would have to store both values of selected and new selection and then have code that transform from one to the other with a delay.

Something I really want to see is which other ammo/tools you have equipped when you're in the item selection screen. Possibly even being able to equip/unequip for all slots in the item selection.
« Last Edit: October 23, 2013, 07:29:51 am by Cid Ferringer »

zlater75@hotmail.com

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Re: Item selection UI presentation
« Reply #14 on: October 23, 2013, 02:57:48 pm »
Agreed. Would like to see the current in the background too and be able to shuffle around the loadout in one go. It would need a check to see nothing is twice before confirmation to permit it.
Would a weapon compatibility row for ammo types be too much, or maybe better the other way to show on weapons what ammo is preferable for that specific weapon but discreetly?
I'd like for the enhancement UI in OP to have separate colour for + and - effect.