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Nexus Clash :: View topic - User Interface Overhaul
Posted: Wed Jan 23, 2013 3:32 pm Post subject: User Interface Overhaul
To put it very simply, the entire game UI feels incredibly 90s and clunky. There are too many hard edges, uninspiring colours and there are at least 55 shades of grey. The general layout isn't too bad. A seperate box for both pets and occupants of an area would make it immediately less cluttered but the biggest difference would come from an overhaul of the colours and the fonts. I could probably run a mockup of something if anyone would be interested, but I just felt it needed to be put out there.
It's 2013. Squares and grey are so square...And grey
Joined: May 02, 2012 Posts: 120 Location: Macon, GA
Posted: Wed Jan 23, 2013 9:16 pm Post subject:
To be perfectly honest, I really hated the UI change NW went through when it moved to the 'bubble' style. It looked terrible. I like hard edges and simple information. I agree there could be some quality of life changes, but I like it the way it is now.
I like the style now too, but I have no preference for one way or another.
Looking at some NW screenshots though, i think the line between the blocks on the map would look better black instead of white. And maybe make the tile icons black too
Just a random idea
Okay, so here's my first revision. I've tried a softer font for the headings (Gentium Basic), moved the occupants and pets to their own box so as to reduce screen clutter, Expanded the top information bar because it's important and needs to be bigger (Yes I ripped the colours for that entirely from a NW screenshot. Sue me, I like them) and I also added a background colour to help reduce the glare from the white. I'm not sure about the colour itself but it's the first not-obnoxious thing I found and you get the idea.
I would also like there to be a maximum HP somewhere on the page - I normally have to disconnect from the character to find out whether they're at full health or should snack on some food. Unfortunately, adding more numbers to the top bar could increase clutter. it already has plenty of numbers. _________________ |The Devil On Your Shoulder 4407 | Mira Lasan 1724 | Officer Horwood 1763 | A Ghast 5143 | A Velociraptor 3721 | Father Christmas 3115 |
Can less-wide monitors handle it, though? I do agree that real estate is terribly wasted, but there may be playability reasons for it.
It would essentially depend on how old of mobile devices you intend to worry about. My old design attempted to work within 1024 x 768 but I am a bad web designer so it didn't turn out too great.
EDIT: But on both of them I have to scroll to the right to get the full picture in the sample image. Or on this monitor to press the "Edit" button.
EDIT 2: Confirmed it's 1152 x 864
I just changed it to 1280 x 1024. Still have to scroll, just not that much. I really think it's the physical width of the monitor that's an issue, because the picture doesn't resize frames like the game itself does.
But the point stands. You have to make sure the frame resizing on a smaller monitor will still keep the game playable if the people are moved under the map.
(Map's too big for its britches imo -- it's not a graphics gem, so why not shrink it a lot?)
I tried a 3-column layout... It does not work well at all.
When you're constrained for width (1024x768 is still ~13% of people out there, so that's basicly the resolution you have to work with.) more columns makes things worse, not better.
Joined: Jul 05, 2011 Posts: 608 Location: Behind you
Posted: Thu Jan 24, 2013 7:47 pm Post subject:
I like the top bar and having the occupants under the map. How will that work with 50+ people and 100+ pets in a square though?
I also often wonder if I'm at full HP and would like that on the game page, but I agree that it may add to the clutter. _________________ DS Vengence (10321)|Exar Kun (9839)|Odysseus (6385)|Sac II (3599)|Secundus Nulli (3900)|Spécïâl Chàrăcŧẽr (6153)|Darth Bane (5067)|The occasional shadow (4078)|Ventis Secundus (3858)
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