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Sunday, June 6, 2021

UI Style Redesigned For Menus

Hello everyone! Following the acquisition of the new vector graphics software: Affinity Designer, and the development of the in-game UI design, I decided to tackle the whole UI aspect of Underlair to make it easier to maintain and with a cleaner look. The new style is strongly inspired by a well-known game; try to guess which one is it. :)

Below, is the mockup of the options set menu players can configure when starting a new solo or co-op game.

The options present in the screen above are not 100% established and will be modified. Still, they grant a solid overview of what it attempts to achieve. The world generation algorithm settings and the preview window will provide more options and information players can access to better understand the world's outcome using their custom settings.

Although I really like the old stone background in the character generating screen, it is far more time-consuming to create and maintain; all that stone denting and cracks were done by hand. I'm currently revamping it using the new art style for consistency's sake. The next update will be about showing its revamped version.

Stay safe!

[Edit]

UI image updated. 2x times!

15 comments:

  1. Sad to see those rocks go, really, but I guess your new style (let's call it "Heaven's Edge" ;) ) is a lot more flexible such as it needs to adapt to multiple resolutions. It also looks very clean and legible - and certainly a lot less mouse-friendly than its inspiration!

    Of course, a new menu offers an intriguing look into yet another part of Underlair's mechanics! Let me just place what sprung to mind here as feedback:
    - What exactly is the purpose of the world map preview?
    - Interesting that you recommend new players to use permadeath in a large world with no punches pulled.
    - Some inconsistency in capitalisation of menu items
    - Something's off about your line spacing, such as between the second and the third item on both the left and the right column.
    - There are two desert biomes
    - You sure do like to get everything in one screen. That might turn out troublesome further on whenever you decide to change the number of options.
    - What's going on in the UI background?
    - Side quest minimum and maximum don't seem to use the same logic.

    In all, I feel this thing is noticeably coming together with every update - already looking ahead to the next one! (no pressure, mate! ;) )

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  2. "- What exactly is the purpose of the world map preview?"
    Hey! It will display the world map configuration as you change the algorithm's settings. It will make sense when with a live demonstration. As I mentioned, the preview is missing elements.

    "- Interesting that you recommend new players to use permadeath in a large world with no punches pulled."
    The punches pulled are the rebirth stones, which are basically an additional life the player can activate. Also, additional rebirth stones can be found and purchased, albeit they are rare and expensive. As long you don't play in Rambo mode, you should be fine; fleeing from battle is an option.

    "- Some inconsistency in capitalisation of menu items - Something's off about your line spacing, such as between the second and the third item on both the left and the right column - There are two desert biomes- Side quest minimum and maximum don't seem to use the same logic."
    There is visual inconsistency and placeholder options. It's not 100%. But I did miss the settings capitalization inconsistency :(. I'm going to fix it :D

    "- You sure do like to get everything in one screen. That might turn out troublesome further on whenever you decide to change the number of options."
    Yes. I do take advantage of the screen space available and I do try to group things together. Adding more options is easy, I just create another page for that group of options as seen in Mutators 1/2 and NPC settings 1/2. The algorithm settings will have another settings group just for configuring the region.

    "- What's going on in the UI background?"
    I'm not sure what you mean. :/

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    1. > "- What's going on in the UI background?"
      > I'm not sure what you mean. :/

      There is a graphic behind the UI window. The main menu screen?

      > I'm going to fix it :D

      Did you just do that and ninja in an improved screenshot? :O Could've sworn there were more... :/

      > I just create another page for that group of options as seen in Mutators 1/2 and NPC settings 1/2.

      Ouch! Can't believe I've missed that! Yeah, I see how this might work. Will the algorithm spread items out evenly between the pages?

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  3. "There is a graphic behind the UI window. The main menu screen?"
    > It's the same view it had previously as seen in Underlair's first public video:
    https://www.youtube.com/watch?v=HPps4cPllvg

    "Will the algorithm spread items out evenly between the pages?"
    > I'm not sure, I haven't considered all the options available. I'll think more on this as I start coding the UI and when I'll have a working preview of the algorithm itself. The algorithm is not finished as it still misses content generation.


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  4. Those world-building options look mighty impressive! The 'presets' could translate to difficulty or provide a narrative to start the game with (like the Origins in Battle Brothers).

    I also didn't notice the < > around Mutators, but I did notice the ones around Recommended. Maybe because they're white.

    Using a more flexible design will be helpful. You can always apply the stone cosmetics once the layout is more fleshed out. It's inspired by... Skyrim?

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    1. Regarding the presets, you do have the option to change the starting plot even with the recommended profile. So far, I have plans for: 'Inn', 'Prison' and 'Shipwreck'. Each one offering a unique way of staring the game and I'm open to suggestions for additional starting points :).

      I'm also going to develop several options for the 'Main plot' - a missing option I will add later on in the game play settings option set group.

      Yes, it is strongly inspired in Skyrim and I'm not sure if I will reconsider the stone backgrounds even later on but it's not a definitive 'No' either.

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    2. > you do have the option to change the starting plot even with the recommended profile. So far, I
      > have plans for: 'Inn', 'Prison' and 'Shipwreck'.

      Prison and shipwreck - it seems the Elder Scrolls have more to answer for than just your UI style ;) I find I have very fond memories of those starting places in some classic games - actually, come to think of it, they might be the most memorable places in many games: Purgatory, the Adventurer's Guild, Candlekeep, the woods outside New City or the Darkmoon Temple. Your first city in Civilization or Warlords.

      So those would be the "S" on the world map preview, then? And "E" a randomized Evil McEvilpants awaiting us only after completing the penultimate quest?

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    3. lol! The 'S' is the start tile and 'E' the end tile.

      The starting plots still need serious thought but they will dictate how early in the game you will start.

      INN:
      You start the game in a inn, which means you reached Ackria (the continent where the game takes place) without incidents. You will start fully equipped with regular items, ready to embark in the discovery of underlairs and their ancient artifacts.

      SHIPWRECK:
      You reach Ackria in a stormy weather which leads to the ship you were travelling on to sink somewhere close to Ackria's coast. You loose some equipment and you need to find your way back to the Inn where your contact awaits you.

      PRISON:
      You are betrayed and taken prisoner as you arrive on Ackria. You will start with no gear at all and you will need to find your way to the Inn.

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  5. Ah, very cool!
    The Inn sounds like a default 'hanging out with my working-class buddies and seeking adventures' start.
    Prison and Shipwreck both sound like 'survival mode' in different settings. You could be a stowaway refugee or a royal captain.

    Each of the Biomes could have its own start. For example you could play a group of Brigands in the Badlands. You could play as merchants with settings that make the world populated with towns (Battle Brothers have a similar Origin).

    Are you planning to change the HUD aesthetics as well? Personally, I liked the stone aesthetics. I think it fits the fantasy theme better.

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    1. Why not have both? Like this: https://i.pinimg.com/originals/c8/37/20/c837200af9666fd9119b41541177ae9f.jpg

      ;)

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    2. The biomes idea is interesting. I can't wait to begin developing game content, after all the technical aspects of Underlair are dealt with.

      No, the HUD will remain thematic as is with a stone / metal frame. The new UI style is only applicable to the main menu.

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    3. As the saying goes - "do what you have to do so you can do what you want to do" :)

      The shapes of the Celtic/Skyrim knots (?) can definitely be rendered as stone later on as well, in addition to the background/rest of the UI.

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    4. Yeah! I think it can also work as stone, yes. But I'm really growing fond of the new style. I'm redoing the character generation screen and I'm really liking the results. Even my wife, who is permissive about this type of things, prefers it over the old one. YAY!

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    5. Happy wife, happy ...game development, of course! :D

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