Post by gzack on Oct 21, 2018 5:43:58 GMT
Hello,
I really like the game so far, though there are some things that are keeping it back. The biggest thing to me is the UX/UI, or rather, the menus. The User eXperience / User Interface is pretty important but if the info can't be quickly and efficiently shown to the user, then the user is at a distinct disadvantage to the AI. Minimaps, central, and consistent menu layouts could be implemented without changing the art style. The assets currently in use could be recycled, but the minimap might be tough.
I've been working as a programmer in another industry, so of course I don't know the hurdles you have to deal with. So excuse my ignorance, though I think that a consistent UI would help keep users from being frustrated. One big help from the mobile / web industry is having artists that are specialized in that particular field, typically programmers or designers go to them for approval when a decision is needed. I know that you have limited resources so that can be hard.
The interface could be a powerful tool, especially in an RTS game. I think that the UI of Supreme Commander Forged Alliance is a good example of a clean, consistent UI that uses all space available to it, but without intruding into the main screen.
Some highlights:
Take it or leave it, I'm just a fan.
Thanks for reading!
I really like the game so far, though there are some things that are keeping it back. The biggest thing to me is the UX/UI, or rather, the menus. The User eXperience / User Interface is pretty important but if the info can't be quickly and efficiently shown to the user, then the user is at a distinct disadvantage to the AI. Minimaps, central, and consistent menu layouts could be implemented without changing the art style. The assets currently in use could be recycled, but the minimap might be tough.
I've been working as a programmer in another industry, so of course I don't know the hurdles you have to deal with. So excuse my ignorance, though I think that a consistent UI would help keep users from being frustrated. One big help from the mobile / web industry is having artists that are specialized in that particular field, typically programmers or designers go to them for approval when a decision is needed. I know that you have limited resources so that can be hard.
The interface could be a powerful tool, especially in an RTS game. I think that the UI of Supreme Commander Forged Alliance is a good example of a clean, consistent UI that uses all space available to it, but without intruding into the main screen.
Some highlights:
- Consistent placement of items that are one or two clicks away
- Information is available at almost all times
- The user interface does not frustrate, but rather, enhances the users abilities
Take it or leave it, I'm just a fan.
Thanks for reading!