Interface Design Sneak Peaks

Status
Thread Closed: Not open for further replies.
I don't know who the person is, who gave the idea that flat and simple is modern.
i don't think the fact that its flat and simple is the reason why it is modern.
The colours were probably why it feels modern. Shades instead of colours do make it feel more modern, (white, black, grey)
I'm not exactly sure WHY it does,
but it does.
 
I don't know who the person is, who gave the idea that flat and simple is modern.


Designers and design studios. The feel they get when doing something and the public sees it.
Thats why the 90's was full of tacky imagery, and game hud in the 90's usually used a bunch of colors that screamed that era.
Is basically design history moving along, maybe a time comes were this type of clean design will be changed for something else. The thing is, right now, I would prefer a more clean look for the interface like city skylines and sim city 2013 had, than something super colorful and tacky like the bubbles from RCT3 or the squares from RCT1 and 2.
I also would prefer maybe a little more color than what Angleis has done in his mock ups, but not get too overboard with them.
 
I think it's important that the UI "fits in" with the artstyle that PC is going for. What that would look like, I'm not entirely sure, as we really haven't seen enough of the game just yet.

One thing that definitely needs to be addressed is organization, especially in the scenery menu! Once you start installing a lot of custom scenery in RCT3 the menu quickly got bloated and annoying to navigate. A way for players to maybe organize scenery to their discretion would be nice, as well as a simple search box.
 
Designers and design studios. The feel they get when doing something and the public sees it.
Thats why the 90's was full of tacky imagery, and game hud in the 90's usually used a bunch of colors that screamed that era.
Is basically design history moving along, maybe a time comes were this type of clean design will be changed for something else. The thing is, right now, I would prefer a more clean look for the interface like city skylines and sim city 2013 had, than something super colorful and tacky like the bubbles from RCT3 or the squares from RCT1 and 2.
I also would prefer maybe a little more color than what Angleis has done in his mock ups, but not get too overboard with them.
But it should be the individual who decides what they like or don't like, and not someone else choosing styles for everyone.
 
But it should be the individual who decides what they like or don't like, and not someone else choosing styles for everyone.

The developers are going to choose the style for everyone since they're developing the game. I'm just going to assume that they will create a flat UI to make it fit in with the style of today, but we won't know for sure until we actually see it.
 
But it should be the individual who decides what they like or don't like, and not someone else choosing styles for everyone.

You cant content everyone. This is what mostly people like now, so they will probably choose that. Im sure they have a few UI designers in he team, and its very possible they like this clean style that is used a lot now.
Or maybe dont, and we get something different.
But the sure thing is, whatever they choose, some group will like it a lot, while other will be meh, and other will dont like it.
 
To answer about the flat design. It's not a fashion for nothing.

The fashion started in the webdesign, for a very simple reasons : Faster design work, lighter website, faster display of pages = More $

After that, in the software industry, they were curious, so they made very serious researchs on consumers (done by Microsoft initially. Someone asked "who's the first ?") and then followed by others (like Apple for exemple, with IO7). By the way, the democratization of smartphones and tablets helped the flat fashion. (or vice versa [big grin])

If the flatdesign is interesting is that it makes interfaces more clear and clean. This increases readability (so it's easier to put the content in the front).

You cant content everyone. This is what mostly people like now, so they will probably choose that. Im sure they have a few UI designers in he team, and its very possible they like this clean style that is used a lot now.
Or maybe dont, and we get something different.
But the sure thing is, whatever they choose, some group will like it a lot, while other will be meh, and other will dont like it.
Yep you right.

There is no arguing about matters of taste. And it's impossible to make something that everybody love (even if you try again and again, it's still impossible to have a 100%, the best is to try to get as close as possible)
 
I disagree on this. Not that I like crazy flashy, but I like a little depth and shadow.
Do you like this style? Otherwise you have no sence of style. [tongue]

eqcMP7l.png
 
Its pretty hard to judge what it will look like at this point, considering all we have to work with is basically from the promotional stuff: the logo, the background color use (blue), the text color (white), and some of the font choices. They may be hints to the UI, or at least the general style that they want to go for, but its all up in the air. But considering how nice the marketing stuff have been so far, I have no doubts the UI will look great.
 
Its pretty hard to judge what it will look like at this point, considering all we have to work with is basically from the promotional stuff: the logo, the background color use (blue), the text color (white), and some of the font choices. They may be hints to the UI, or at least the general style that they want to go for, but its all up in the air. But considering how nice the marketing stuff have been so far, I have no doubts the UI will look great.
Sure.
 
I think it is obvious that the UI in the game wont appeal to everyone, its impossible, some people might find it too modern, some will find too non-modern, that's just how it works, with every game.
 
Status
Thread Closed: Not open for further replies.
Back
Top Bottom