Whereas before, even I could guess what all three of those classes do based solely on the name. That tells you absolutely nothing about what they do. Their icons are just weapons next to different colors of cloaks. Rogue, arcanist, and ninja are by far the laziest and worst offenders when it came to this choice. Tl dr: class selection screen is a good example of the problem, because icons are not intuitive Also, the fact that you can no longer see what achievements are necessary to unlock DLC classes for all races REALLY sucks! You can easily assume, even with no exposure to fantasy settings or RPGs before, what a "barbarian," "rogue," "wizard," or "warrior" do - and probably be pretty close to accurate. However, the previous system where it just said those words actually does perfectly represent those things. Just "prettier." Icons will never be able to represent abstract concepts and words such as classes like "barbarian" or "cleric" or "brewer" in such a way that would be easily intuitive. It being a bunch of icons doesn't actually make it any easier or nicer to navigate. The class selection screen is one of my biggest gripes and is the greatest example of the problem with this kind of UI design. They can present information much more accurately, quickly, and intuitively than a bunch of bars and icons. Words and numbers, when used properly in conjunction WITH icons, are king. I'm not sure if it's a controversial take, but icons are not better than words and numbers. This UI design is bad because it's extremely art and icon-heavy. I also think the new UI is overall about 10x more info dense than the previous version, so if you notice we omitted something outright, there was probably a good reason for that too.Įdit: This is really long so I'll just TL DR underneath the paragraphs if you don't feel like reading them. ie, we actually prioritized "function" a great deal over "form" and spent many meetings agonizing over details that I think most players will be happy to take for granted.Īgain, not to say the new UI is perfect, but after working on it for 3 years, I would suggest that if you notice something different compared to the old design, there are generally several good reasons for it. Truth be told, creating the art for the new UI was a comparatively insignificant part of the effort overall next to drafting and implementing the core of the design. Designing UI that is readable on all display sizes and aspect ratios.Creating tooltips for most elements which provide info on things that were previously never explained.Making everything accessible to controllers was one issue, but the greater and most overlooked issues by far were: We had more constraints than last time, fwiw. While I won't claim that the new UI can't be improved, we put a great deal of effort into making it as functional as possible. We are not going to maintain the old UI any further, as it actually misses a great deal of functionality added by the new UI. If you really don't enjoy the new UI, you can play the old version of the game by right-clicking the game in your steam library, go to the "Betas" tab and select the "old-3.3.7" beta from the dropdown list. Also check the "Filter UI" setting if changing the UI Scale causes aliasing artifacts. Hi, the scale of UI elements can be changed under Settings -> General if they take up too much screen real estate for you.
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