Project Eternity - Social Round-up #3
Gamebanshee has another round-up of forum posts, and social network activity from the developers for Project Eternity. Most of the topics cover the UI mockup from a few weeks back.
Thanks for the feedback, everyone, divergent though it may be. Here are some things we are going to continue to look into:
* Better use of space overall. Not all of the decorative elements need to be there. We would like to have more room for the ability icons in particular.
* Re-working and re-positioning of the player menu (inventory, etc.).
* Possibly vertically orienting the character portraits and ability icons on one side of the screen. The combat log pretty much has to be horizontally-oriented, but other than scrolling through it, that's a non-interactive element of the UI.
I have to say I think it's strange that people are requesting UI layouts with character portraits far away from action icons, floating wireframe UIs, and similar features. While it's true that BG1 and IWD1 used wrap-around UIs, that was because 640x480 base resolutions didn't allow us to fit all of the elements along one edge of the screen. As soon as we went to 800x600 in IWD2, we immediately went to a consolidated UI layout that made mouse movement much more efficient. I understand that a lot of people use hotkeys and we certainly plan to support that, but GUIs need to be functional for people who use them. Putting abilities 75%+ of the screen width away from the character portraits is really inefficient.
While I certainly think the idea of a bone and obsidian UI could be really cool looking [note: he's referring to a forum user's idea], it would also be very stark and high-contrast. I think it would wind up dominating the screen, regardless of the environment. Our outdoor environments, especially, will fall more in the BG and BG2 spectrum of colors, which is why we went with more subdued natural tones and copper accents. We can certainly look at alternatives, but I wanted to give feedback on that particular idea.
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