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logo amplifiers simplified

GUI feedback

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8 years ago
Mar 31, 2017, 7:20:39 PM

Started playing from Update 3 - Didn't finish yet the second game, but having considerable issues with the GUI, hope these will get ironed out in the last update

  • Player, AI, and especially Minor Faction colors are barely visible. Like vaseline is smeared on the objective while taking a picture. Minor Faction logos I can hardy make out, if I even notice they are there with the light brownish colors of theirs display on my stark yellow and blue backdrop of a galaxy. Later overshadows greatly everything else which is ok as it is nice to look at but the main goal of the GUI should be to enable clear oversight.
  • Same with Fleet representation. The thin white/blue/color changing grid lines almost vanish in the galaxy.
  • Pie-charts for pop are hopefully placeholders. Please check HICHERT or at least Excel for reference on how to do pie-charts. Current form will not be helpful for most and will be ignored. Same goes for the diplomacy "pie-chart" on system view, though still not sure what that supposes to be representing and why. Something with over population?
  • Planetary Defense and manpower icons are poorly done. The first seems like a citizen holding a ball, or being targeted but a huge laser sight?
  • Marker next to fleets and showing hangar as well as probes seem out of place. Reminds me of Battelzone the arcade game but not in a good way
  • Massive amount of GUI elements swirling, floating and pumping around in the galaxy view and when selecting a system. Less is more: rather have a clear and distinct interface then elements just put in there so something can always move around. Even the influence area to be won over enemy territory in the next round is displayed in the form of a flash in white blob instead of overlapping colors with grid lines constantly showing who will win over the territory
  • Icons for ships - Reminds me of a dart. Not a star ship. As a reference, please look at Stars in shadow. Besides having a great overall art, it has a symbol for ships in general, yes even a grid form and it looks fantastic.
  • Infantry icon - the same as above
  • Invade icon - might as well be used for commands: place, build, or go up one stair with the elevator. With such a live lore and art resources something more engaging can be used?


Other art and GUI assets are good, sometime great but the above really detract. Maybe they are not supposed to be ready yet and are placeholders? There are just so many of them.


Resolution is full HD set to full screen and normal brightness and contrast settings (no game or sports mode to enhance the output)

Playing Endless Legend, there are not issues - colors are crisp, contours are clear, icons are acceptable and representative


Edit:

  • Support module icon :)
  • Planetary bombardment seems to affecft player troops as well during simulation. In fact, it also seems to affect own troops more then that of the neemy but hard to tell withouth statistics on the effect

How about making all colors of empires and minor factions to have more contrast against the background but allow the player to toggle it off (they will never do this :))

If you are afraid to make minor factions presence less stark, how abouth reducing their logo size instead of washing out their colours? If their icon is half the size of an empires, it makes it pritty clear that they are minor, but at least you can represent their logo and their presence clearly

Updated 8 years ago.
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8 years ago
Apr 2, 2017, 9:33:41 AM

On planetary invasion: contrary to space battle being off-hands I fully support the planetary invasion to be solely a cinematic experience. This is the part of space 4x games, all companies are struggling and it though it makes sense to neglect this part of the game compared to space combat, it should provide some decisions, visual feedback and sense of progression.


The existing system using tactical cards + animation utilizing race specific sprites seems like a good solution, but please consider:

1. Imporving the art of the various unit icons in the GUI (infantry, tanks and planes) - currently they have a strong 90s resolution and art vibe to them, and that looks out of place compared to other art and especially to the space ship art

2. Use opportunity to have cool and bad-ass tank and place sprites, so the player gets a better sense of progression when upgrading the army.

3. Have at leat the Empire have human-like tank designs like the one used in the upgrade menu (now those icons should be abstract as each race has different style). In case of the Empire (humans) it would be prudent to have a classical tank design pumped up with steorids (two barrels and sci-fi look). Take some more hints from a ceartant sci-fi franchise which should not be named here but plays in the faaar future, and where the humies are also ruled by a ceartant Emperor ;)

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8 years ago
Apr 4, 2017, 3:35:26 PM

Please no freaking visuall animation only. 

I don t, and many with me i m sure, give a freaking damn to animation after i ve seen it a dozen time (or less) in a game of this magnitude.

IMO it s a waste of ressources and have very very limited interest as people skip them in a game that turns out to be usually dozens of hours long per full campaign.


Visual battle animation shouldn t even come with, they should be sold as DLC...and only if you give some power over battleground (space?) (similar to Total War series.... like arranging ships manually to make specific formations).

Some companies like Paradox understood this long ago....

Updated 8 years ago.
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8 years ago
Apr 4, 2017, 4:39:50 PM
While I do enjoy the battle animation, it would have been nice to have at least some level of control over it so that there is some player agency in the mechanic to make it more relevant later, this ship has already sailed though and there is probably nothing that can be done about it. Strike this one out as design decision.


Paradox does animate their battles in Stellaris btw, and managed to do a poor job at that right off the bat. At least the animations here are satisfying if one is interested in it.


What I am really interested to see in this department is how fighters and bombers are going to be handled: I have a hunch that a large chuck of players interested in space battles to be gin with are flocking into these games because of all the moves with space fighters in them + Freespace players :) The feeling of these battles that they try to re-live... Hope that they will get their upgrades and tactical roles though to match the visual weight


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