Concept Interface Design - Comments and Input Appreciated

Started by
12 comments, last by lonedrow1 11 years, 5 months ago
Here is our fifth installment - the quest log

[attachment=12190:quest log.jpg]

REMEMBER, this is the quest log

Here is the control scheme

LB and RB – switch to different menu
Right analog – camera
Left analog – scroll
“A” – track/un-track quest
“B” – exit
“Y” – reset camera
LT – scroll up by 5
RT – scroll down by 5
L3, R3, X – no functions as of yet

It seems that the quest log is practically the same design as the inventory screen. I am not sure if this is necessarily good or not, but the design seems to suit both very well.

The same functions that exist in the inventory screen will exist in the quest log, however, (especially since many RPG styled games have a seemingly innumerable amount of quests) we will feature a "scroll by 5" option, assigned to the left and right triggers, to scroll up or down, respectively.

There is a need for a sort button - which I accidentally removed. Just pretend that the sort button for the inventory is still plastered at the top of the quest log for now. This sort button will allow the player to sort by two parameters: By area (each section separating completed/unfinished quests) or in one huge mesh, separating only completing and unfinished quests.

Hooray for me, I guess, I only have one more menu to do until all of my planned interfaces are done - the talent trees, probably the most complicated of the menus.
Advertisement
And here we are, our sixth and last installment of the interface design.

[attachment=12193:Talent Trees.jpg]

REMEMBER, this is the talent tree

heres the controls-

LB and RB – switch to different menu
Right analog – camera
Left analog – move cursor through ability tree
“A” – spend point
“B” – exit
“X” - remove point
“Y” – reset camera
LT and RT – switch between trees inside the current fighting style
L3 and R3 – switch between “fighting styles”

Though it might be the most complicated menu interface, it seems to be relatively simple. I had thought of this a little late, but I thought it would be a good idea to implement buttons onto the interface that simulate the buttons on the controller, so that when the player presses a button, the correct button on the interface looks as if it was pressed.

For example, hitting R3 would press the R3 button on the interface. However, as you can imagine, R3 wont be displayed on the button in the interface, instead "fighting tree" would be displayed. The same would go for all of the other buttons in the other menus, though I probably mentioned this a little too late.

The talent tree menu will display two menus at a time, LT and RT will switch between the active style's trees. Pressing A on a tree will cause it to enter that tree, in which the player can make changes, and you can imagine B will be to return to the tree scroller.

The overall design simply has the player pressing buttons to switch menus, and the A button to confirm.

And there we have it; all of the designs for the interface that I have a rough Idea of now have mock-ups. As always, comments, suggestions, and feedback are welcome.
I think so far you have a pretty good design going, however all the controls are a bit to take in a once. Now I know this is still in the processing stage, but someone like me who hasn't had an Xbox for very long and suddenly jumps into the game, it'd be a little bit overwhelming considering I barely know the controller. All in all, I think it's a good start on your interface, hope you do well in your class smile.png
@Orsonof

Well assuming the game ever gets made, we would definitely include a tutorial. We even plan to explain the camera as a military device designed for combat. Though we would allow the player to go into first person, combat would be strictly handled by the third person camera. Explaining it as some sort of combat device leads us to the assumption of the progression of military technology. If newer guns come out, and they can be proven to be better than previous models, why wouldn't you use them in a life-or-death situation?

The tutorial itself would probably have to be in depth. Though the control scheme seems to be very easy to learn, it can take a while for anyone to get used to an interface that is new to them, especially for a new game the developers want to look and feel different than other games.

This topic is closed to new replies.

Advertisement