Interface Design Sneak Peaks

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The RCT3 GUI, well... it looked good, at least. [ugh]

Usability doesn't need to cost looks, as Angelis has shown. That UI is beautiful, here you have single person designing a quick sketch of what they feel the perfect UI is, and it's better than almost every game that has come out in recent years.

However, the "New Game" tab shouldn't increase in indent size per option listed, I'd recommend having them at a constant indent length. Just a criticism of mine. [haha]
 
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The RCT3 GUI, well... it looked good, at least. [ugh]
Usability doesn't need to cost looks, as Angelis has shown. That UI is beautiful, here you have single person designing a quick sketch of what they feel the perfect UI is, and it's better than almost every game that has come out in recent years. [up]
I actually wasnt a fan of the interface design in RCT3, in terms of aesthetics (but as well as function). It was just weird little bubble icons with confusing pictures in them, and then windows.
 
Usability doesn't need to cost looks, as Angelis has shown. That UI is beautiful, here you have single person designing a quick sketch of what they feel the perfect UI is, and it's better than almost every game that has come out in recent years.
Awww. Thanks.

And you are right about usability. This is why the "flat design" is a real thing.

However, the "New Game" tab shouldn't increase in indent size per option listed, I'd recommend having them at a constant indent length. Just a criticism of mine. [haha]
But why do you think that ? Is it not the best way to dissociate tab and sub-tag ? What is wrong with it ?
 
@Angelis: are you sure you're not an undercover Frontier GUI developer? Because your UI prototype looks really professional, neat and crisp... I'm not a GUI designer, but from my experience I can tell that the interface has been studied and worked paying attention to the various details. Great job, maybe Frontier may hire you or take example from your UI..

Anyway, talking about the main topic, there's something telling me that they'll keep some parts of the old games' ones.. but again, I guess we'll have to wait.

P.S.: Photoshop, I guess?
 
The design created looks nice and modern but this is a theme park game... It needs to have colour and maybe even a bit of novelty! IMO anyway.
 

I think it looks serious, but super cool and clean.
Would love something like this. Good job Angelis!

Maybe the main menu could be a little more exciting (different videos in the background, like RCT1 and 2), or not too dark. The ingame hud though looks lovely. And you added a searh function too!

May I recommend using abload instead of imgur? Imgur compresses your lovely work and it makes it look worse. Abload doesnt compress your images, just upload them there in png and they will look as pristine as the one saved in your pc.
The page is in german, but is easy to navigate through it. It also doesnt erase your images after a while.
http://abload.de/

 
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The design created looks nice and modern but this is a theme park game... It needs to have colour and maybe even a bit of novelty! IMO anyway.
I agree! Maybe using other colors besides a black/white/grey scheme, or different/more colorful icons!
 
This looks like a SimCity interface. The intro screen looks like it came right out of Steam.

But - It's a start, thanks for sharing this.

One of the biggest problems with RCT3's interface is trying to decipher the icons. Yes, some titles help, but why not give us an interface where users can dock various menus (much like Photoshop does).

This has a dark look rather than a fun and enjoyable style that goes with amusement parks. Icons should be colorful. (someone already mentioned this)

An overall top view of the park map would be nice, but with a transparency style as it will likely consume valuable space.
 
@Angelis: well done, you have inspired me to have a go. Hope to post something soon, if i don't mess it up.
PS. did you draw/design all the icons yourself? if so they are the star of your ui, very clean and profession.
 
This looks like a SimCity interface. The intro screen looks like it came right out of Steam.

But - It's a start, thanks for sharing this.

One of the biggest problems with RCT3's interface is trying to decipher the icons. Yes, some titles help, but why not give us an interface where users can dock various menus (much like Photoshop does).

This has a dark look rather than a fun and enjoyable style that goes with amusement parks. Icons should be colorful. (someone already mentioned this)

An overall top view of the park map would be nice, but with a transparency style as it will likely consume valuable space.
I agree with pretty much everything you said.
the game itself is very joyfull, and nice.
having it grey can be boring.
But, the way Angelis made it look modern, is nice. The game itself feels modern.
 
Thanks guys for all you answers.

I will try to take all of your comments to improve the interface.
(I really hope that this will help the UI Designer in charge in the Frontier dev team)

@Angelis: are you sure you're not an undercover Frontier GUI developer? Because your UI prototype looks really professional, neat and crisp... I'm not a GUI designer, but from my experience I can tell that the interface has been studied and worked paying attention to the various details. Great job, maybe Frontier may hire you or take example from your UI..
Thanks you so much [up]

P.S.: Photoshop, I guess?
Yep.

Wow Angelis, your design is awesome! I would love something like that.
Thanks.

The design created looks nice and modern but this is a theme park game... It needs to have colour and maybe even a bit of novelty! IMO anyway.
I agree! Maybe using other colors besides a black/white/grey scheme, or different/more colorful icons!
How about instead of grey, maybe blue, and the icons could be light blue,
making it look more fun.
A little bit more "fun" okay. Noted for the next modification ! [up]

I think it looks serious, but super cool and clean.
Would love something like this. Good job Angelis!
Thanks.

Maybe the main menu could be a little more exciting (different videos in the background, like RCT1 and 2), or not too dark. The ingame hud though looks lovely. And you added a searh function too!
Sure. They need to make something animated (a video in the background could be great)

May I recommend using abload instead of imgur? Imgur compresses your lovely work and it makes it look worse. Abload doesnt compress your images, just upload them there in png and they will look as pristine as the one saved in your pc.
The page is in german, but is easy to navigate through it. It also doesnt erase your images after a while.
http://abload.de/
You're probably right, but I like Imgur (and it's hard to change habits)

This looks like a SimCity interface. The intro screen looks like it came right out of Steam.
But - It's a start, thanks for sharing this.
Well, thanks cause if the last SimCity is not that good, the UI of the game is pretty good.

I had not taken SimCity as a reference for this UI, but I should.

One of the biggest problems with RCT3's interface is trying to decipher the icons. Yes, some titles help, but why not give us an interface where users can dock various menus (much like Photoshop does).

This has a dark look rather than a fun and enjoyable style that goes with amusement parks. Icons should be colorful. (someone already mentioned this)
You are right about the icon.

But i cannot spend the time i would spend on a contract, so i just take some icon from my iconbase. I think the best, in the real PlanetCoaster UI, is to make a "modern/flat/white" UI and add some "3D effect/cartoon" icons (just to add colors everywere).

game_icons_by_shek0101-d2zi20n.png


Anyway, that's how I would do this

An overall top view of the park map would be nice, but with a transparency style as it will likely consume valuable space.
Hummmm. Yes, but maybe hidden by default (a minimap that you can reveal by pressing "M" and which disappears when you press the key again)

@Angelis: well done, you have inspired me to have a go. Hope to post something soon, if i don't mess it up.
Cool if i inspired you ! I can not wait to see your work.

I hope this can help.

PS. did you draw/design all the icons yourself? if so they are the star of your ui, very clean and profession.
Not all. They are from my database (some are modified).

Like i said before, icons are something that they need to spend days (or weeks) on, but I did not spend too much time on the icons here. (after all, I'm on vacation [big grin]).

The most important are the icons (they must be pretty, colorful and easily recognizable) and the interface should be ergonomic (this is the part i wanted to work on)
 
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But why do you think that ? Is it not the best way to dissociate tab and sub-tag ? What is wrong with it ?
I'm just saying "New Scenario" shouldn't be indented more than "New Campaign", and "New Sandbox" more than "New Scenario". I think they should be at the same indent length.

Usually when you see a tree view:

WpfTreeViewTricks.png


The subitems are kept at a fixed indent size. Increasing size per item is creative, albeit just seems a little too off in my eyes. [woah] Maybe instead of increasing the indent, alternate one being normal length, the next one being longer, and the next being normal again, an ABAB pattern.

I still think it looks great. Perhaps a little more color to fit the tone of the game, because while it looks fantastic next to the stock image you provided, in the game view it may be a little off-tone. Just mess around with, that is, if you please to do so; I'm sure you have other work to be doing. [yesnod]
 
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I'm just saying "New Scenario" shouldn't be indented more than "New Campaign", and "New Sandbox" more than "New Scenario". I think they should be at the same indent length.

Usually when you see a tree view:

The subitems are kept at a fixed indent size. Increasing size per item is creative, albeit just seems a little too off in my eyes. [woah] Maybe instead of increasing the indent, alternate one being normal length, the next one being longer, and the next being normal again, an ABAB pattern.

I still think it looks great. Perhaps a little more color to fit the tone of the game, because while it looks fantastic next to the stock image you provided, in the game view it may be a little off-tone. Just mess around with, that is, if you please to do so; I'm sure you have other work to be doing. [yesnod]

Yes, convention says do it like an outline.....but who cares? why not be different? I liked that part of the intro screen. People can figure it out. [noob]
 
I don't know who the person is, who gave the idea that flat and simple is modern.
 
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