Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Unleashed coming to GMS starting June 19th!
Jared Wrote:Although I see why they'd want to redesign a bit, why not just consolidate and reuse common resources?

Here's my take, mind the two "menu" buttons as I couldn't think of what to make them.

 Spoiler

It's not bad. I still prefer Waltzing's though. The main flaw in yours is having a huge arrow for a hotkeyable non-disrupting gameplay element. I mean, you can hotkey the cash shop too, but it either takes you there or pop-ups a window. Also, I liked the detail of WWWWWW, to see the longest possible name, and the class with the longest name to see how they fit.



I think the best guidelines should be:
-Make non-disruping game elements tiny buttons
-Keep enough space for hotkeys
-Make the hp and mp bars as narrow and long as possible, so checking for remaining hp is easier and more intuitive
-Try to keep numerical values when possible

For now, Waltzing matches all of those, while yours fails in 1, improves in one (Exp shown), and Waltzing surpases you in one. Exp is not really important to know numerically though, what's important is the % because you don't use potions to refill it accurately. You just want the more the merrier.

And that's my view on this I guess.

EDIT: I'll give it a go for the icon windows too then.

-Avoid empty space.
-If two actions can never overlap, just use the same space for both. Like adding skill points and link skill management.
-Functionality over anything. Keep the add multiple SP at once.
-Balance the weight of the window. If a class has no buffs in a job, he'll just have an empty line in the window. I don't really like that.
Reply


Messages In This Thread
Unleashed coming to GMS starting June 19th! - by Alloy - 2013-06-11, 08:48 AM

Forum Jump:


Users browsing this thread: 8 Guest(s)