Apr 24, 2016

UI vote

I've been tweaking the UI for awhile now, but I'm not sure which one is better. Type 1 is ultra minimalistic, while Type 2 is pretty much the same one as before but with a purple motif. So here you go, you can vote for one of these right now on the LoK forums thread. If you don't have an account, go make one.

Type 1
Type 2

10 comments:

  1. Doesn't really matter for me. I can't deide. Sorry :(

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  2. I agree with Anon. It doesn't really matter for me too. But if you need a certain answer, I vote for number 1. Why complicate things when you can make it easier?

    PS Already voted on LoK

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  3. well... It dosent really matter to me either, but I vote for type 2. In the end, just go for what you prefer and is easier for you

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  4. Not anon 1, but I vote for type 2,

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  5. Type 1

    Ps Give us some porn news, dude. Just something not about game mechanic :(

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    1. Right now, I'm pretty much laying down the groundwork for the game so I can focus on other areas of the game in the future (you know, like porn). Captivity isn't purely about the porn. It's still very much a game.

      In any case, I'll talk about how defeated by monsters h-scenes will work in tomorrow's (or today's, depending on your timezone) blog post, so keep your eye out on that.

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  6. I vote for Type 1. Type 2 draws attention to the text box border, but that's not that you want to draw attention to. There's no reason for it.

    When you visually draw attention to something, you're implicitly telling the viewer that there's something important about it, and that they should give some amount of mental energy to focusing on that thing and figuring out why you've drawn their attention there. It creates some amount of mental discord, and can be bit of letdown, if the thing that they've had their attention drawn to is intrinsically meaningless. All of that is typically unconscious for the viewer, but it can make a visual work feel busy, jarring, and less pleasant without the viewer necessarily being able to put their finger on what's creating that feeling.

    If you do have some meaning to give to the text box color, perhaps by having different speaker's dialog presented in different-colored text boxes, then it might be worth considering adding color to the text boxes, though there may be better ways of representing different speakers speaking, if that's something that you decide is worth emphasizing.

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    1. Huh, didn't thought about it that way. Interesting. Perhaps I should've made the border less colorful and more towards the gray scale.

      I might just instead use Type 1 but tweak its color for a more purplish tone. I do need to settle on a UI style soon since I am going to completely change the UI. Because fuck the generic RPG Maker look, right?

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    2. Right on. It's great to see that you're giving so much care and attention to the visual presentation in this game.

      I agree that there's a little bit of an issue with Type 1, in that it maybe creates a tiny bit of discomfort for the viewer for the text box to not be more defined as a separate space from the image upon which it's overlaid. Perhaps the solution is add some color to the text box; perhaps the solution is to use something like Type 2, with less color and/or a thinner border.

      Something else that stands out to me about the text boxes and draws my attention is that they have sharp corners. Unless you're attached to a particular visual style that you're going for with them, you might want to consider rounding the corners, perhaps like we see on the upper corners of a standard Windows window (http://www.java2s.com/Tutorial/CSharpImages/WPF-TextBoxSelectionStartEndAndSelectedText.PNG). That way the view may be less distracted, and able to focus more on the content, rather than the means through which it's presented.

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    3. Yeah, I'm kinda going for a modern and edgy look (pun kinda intended). It's really nothing original as many sci fi games have this minimalistic and boxy look. I'm just trying to emulate that. I might however, cut a corner (literally, cut a corner) in the bottom right of Type 1, and give it some colors just to make it "pop" while still retaining the minimalistic look.

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