I'm not overly concerned, because DA games have had solid enough M/KB interfaces in the past and I see no reason it'd change, but it would be nice to see it.
Why haven't we seen the PC UI yet?
#26
Posté 10 juillet 2014 - 11:58
#27
Posté 10 juillet 2014 - 12:03
I think thread poster probably meant the UI. I would seriously like to see videos about PC Menus/UIs too.
Not sure if anyone play Indie Games. Look at Divinity Original Sins. That UI/Menus looks awesome. The inventory screen, grid-based, top-down isometric, Hotbars menu, etc.
#28
Posté 10 juillet 2014 - 01:26
Lets be clear on what defines a console UI
-large and in the action space, not on the edges. Look at Dark Souls - classic console UI design designed to be seen from 20 miles away.
-list menus. List menus everywhere!
-radial menus and no tool tips
-no grid menu
-lazy use of space. Put simply, console designers put less on the screen at any one time. They have vast swaths of screen space to abuse and they frequently do just that, allowing the UI to wander into the player's view. But...we're all playing on $1000 HD TVs, right? Not the vast majority of PC players. We can't afford that. The game has to display as much info in as little space as possible. A clear present day example is Divinity:Original Sin. A complex, interface heavy RPG that would be well nigh impossible with a game pad and HD TV.
You can get decent large TV's for as low as 300/400 if you wanted to.
Also good PC displays can get pricey as well. A 27" 1440p display doesn't entirely come cheap.
#29
Posté 10 juillet 2014 - 01:47
Think with tactical view gonna to stick with keyboard and mouse, have to fight my computer sometimes to get my gamepad working
that's one of the many reasons i play games on consoles. Getting this for ps4
What gamepad are you using? I personally have a 360 gamepad and I literally just plugged it in and Windows took care of all the necessary drivers needed to play. Granted its all Microsoft products so I think that is why it was so easy.
#30
Posté 10 juillet 2014 - 01:49
Useing a Gamepad on PC is a SIN
No, it's not. One of the many reasons to game on PC is that you have the choice. You're not forced into a single control scheme.
#31
Posté 10 juillet 2014 - 02:37
What I would like in a UI:Lets be clear on what defines a console UI
-large and in the action space, not on the edges. Look at Dark Souls - classic console UI design designed to be seen from 20 miles away.
-list menus. List menus everywhere!
-radial menus and no tool tips
-no grid menu
-lazy use of space. Put simply, console designers put less on the screen at any one time. They have vast swaths of screen space to abuse and they frequently do just that, allowing the UI to wander into the player's view. But...we're all playing on $1000 HD TVs, right? Not the vast majority of PC players. We can't afford that. The game has to display as much info in as little space as possible. A clear present day example is Divinity:Original Sin. A complex, interface heavy RPG that would be well nigh impossible with a game pad and HD TV.
A frame. Put the UI elements in it, and keep them out of the way. I don't need my view of the game world obscured by a health bar or floating damage numbers.
A text box. If you need to provide text feedback (and you should), put it in the text box.
Consistency. I would like the UI not to change or disappear depending on what I'm doing.
Grids. A grid allows much more information to be displayed on screen at once (compared to a list, and is often customisable by the user. Grids work especially well when combined with:
Detailed tooltips. When I hover over the Fireball icon, a tooltip should appear that tells me that the Fireball does 30+(0.3×SP) damage. I don't just want to know how much damage it does; I want to know what formula determines how much damage it does.
- Enigmatick aime ceci
#32
Posté 10 juillet 2014 - 03:14
What I would like in a UI:
A frame. Put the UI elements in it, and keep them out of the way. I don't need my view of the game world obscured by a health bar or floating damage numbers.
A text box. If you need to provide text feedback (and you should), put it in the text box.
Consistency. I would like the UI not to change or disappear depending on what I'm doing.
Grids. A grid allows much more information to be displayed on screen at once (compared to a list, and is often customisable by the user. Grids work especially well when combined with:
Detailed tooltips. When I hover over the Fireball icon, a tooltip should appear that tells me that the Fireball does 30+(0.3×SP) damage. I don't just want to know how much damage it does; I want to know what formula determines how much damage it does.
YOU ARE MAD I SAW MAAAAADDDD!
Hate bloody list inventories...
Really don't see a need for a text box although I wouldn't mind a conversation log (as I sometimes skip something by accident), I really don't want to be reading a damn combat log for a single player game like this.
Detailed tooltips should be an option, while appreciated I think that vast mageority (har har im funny) would be put off by math in their menues, I don't mind having to click a box to turn it on.
I can't think of an example when a UI completely changes unless you don't like it that you can't see your skill bar while in a conversation...
#33
Posté 10 juillet 2014 - 05:28
A combat log is exactly why I want a text box. I'd like to be able to examine damage numbers (and the calculations behind them) to see what's going on.Really don't see a need for a text box although I wouldn't mind a conversation log (as I sometimes skip something by accident), I really don't want to be reading a damn combat log for a single player game like this.
There was a toggle to display this level of information in BG and NWN.
This information needs to be available somewhere. I'd be content if it were in a manual, as well, but designers now seem to think that players want to jump into the game without first understanding the mechanics.Detailed tooltips should be an option, while appreciated I think that vast mageority (har har im funny) would be put off by math in their menues, I don't mind having to click a box to turn it on.
I want every aspect of the game's mechanics to be thoroughly documented, to the point that I could do all the calculations by hand if I wanted. Tooltips are just a convenient place for basic information.
In fact, I don't like that. I don't like that I lose camera control, either. I'd rather the camera behaved the same way all the time, and the dialogue subtitles appeared in the text box.I can't think of an example when a UI completely changes unless you don't like it that you can't see your skill bar while in a conversation...
- Enigmatick aime ceci





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