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Game UI is outdated

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5 years ago
Aug 15, 2020, 4:30:51 PM

First of all, really excited about this game, loved Endless Legend and cant wait to play the full release.

Got my hands on opendev and it was good in some parts but I wanted to touch on what I think needs to be revamped which is the outdated UI.

The UI is similiar to Endless Legend which is acceptable at the time but is honestly outdated by now. I'm going to compare to CIV 6 here because it is the gold standard for 4x games at the moment. One of the civ 6 did really well is the huge improvement in the UI.

For example, lets look at what happened when we click on a city. What is the main thing we want to do everytime we click on a city? Build something.

In humankind, by default if I click on a city, the icons for all the buildings are small and cramped. Very little info unless I click on them. It should be the main thing that covers the screen but instead its all cramped in one small section of the screen.



Compared to civ 6, all the buildings are clearly arranged in a big window, AND they are SORTED according to the category. SORTED. Its divided into city center, districts, wonders and units. The NAMES are clear without having to memorize each Icon. In humankind I need to hover my mouse to even see the name!! 



In humankind, I'm sure its sorted as well but man does it feel cramped. How come the main function that we want to do when we click on a city is cramped? Just sort it like CIV 6 and create a bigger window for it this game will be much better. It feels like everytime I click on a city I have to focus my eyes on a small section of the screen which is really frustrating. I cant imagine doing it over and over until end game with multiple cities... man....  

It feels like since Endless Legend what you did was simply make it more beautiful instead of more functional and intuitive. Look at how much info of the city is apparent on one click in Civ 6 compared to Humankind. I noticed the reason its cramped is because you didn't use the left side since there's research panel there. Just minimize that when we click the city. When we click on a city we want to BUILD and see our city NUMBERS, we are not interested in other things. Minimize all irrelevant window when we click on a city and make use of all the spaces. 

Another thing is the icon for resources. Man... the first time I saw copper I'm like... really? Grey?? Important strategic resources in Grey?? In Endless Legend all the strategic resources are all colourful and feels impactful. Please redesign that as well.  my bad apparently the colour will change once its under my civ

I dont want to seems like I'm trashing this game, I really love it and cant wait to experience the full game. But if the UI remains as it is... I know it will be a huge frustration especially since civ 6 which was released years ago did it way better and you didn't meet the standard they set for intuitive and informative UI.  


Updated 5 years ago.
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5 years ago
Aug 15, 2020, 4:51:37 PM
rayz89 wrote:
In humankind, by default if I click on a city, the icons for all the buildings are small and cramped. Very little info unless I click on them. It should be the main thing that covers the screen but instead its all cramped in one small section of the screen.

Amplitude has unfortunately always been very bad at this, always hiding buildings under a sub-menu, even though it really is, as you say, what should be front and center.


I guess they think that the tile expansion mechanic makes up for it, but I've been disagreeing with them on that since the old forums.


Hopefully, one day, perhaps our voices will grow numerous enough to make Amplitude abandon this "design flaw" which has followed them from the very start.

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5 years ago
Aug 15, 2020, 4:53:24 PM
rayz89 wrote:
Another thing is the icon for resources. Man... the first time I saw copper I'm like... really? Grey?? Important strategic resources in Grey??

Unless I'm mistaken, or misunderstanding you, I think grey resource icons are those you haven't got access to yet. I do think they become your civilization's color once you have facilities that can take advantage of them...

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5 years ago
Aug 15, 2020, 5:27:33 PM
eobet wrote:
rayz89 wrote:
Another thing is the icon for resources. Man... the first time I saw copper I'm like... really? Grey?? Important strategic resources in Grey??

Unless I'm mistaken, or misunderstanding you, I think grey resource icons are those you haven't got access to yet. I do think they become your civilization's color once you have facilities that can take advantage of them...

Is it? My bad then.ignore this part lol

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5 years ago
Aug 15, 2020, 5:30:18 PM
eobet wrote:
rayz89 wrote:
In humankind, by default if I click on a city, the icons for all the buildings are small and cramped. Very little info unless I click on them. It should be the main thing that covers the screen but instead its all cramped in one small section of the screen.

Amplitude has unfortunately always been very bad at this, always hiding buildings under a sub-menu, even though it really is, as you say, what should be front and center.


I guess they think that the tile expansion mechanic makes up for it, but I've been disagreeing with them on that since the old forums.


Hopefully, one day, perhaps our voices will grow numerous enough to make Amplitude abandon this "design flaw" which has followed them from the very start.

Back when Endless Legend came out its probably fine, but as we've played more refined 4X games like civ 6 since then, the UI layout really needs to be modernized as well or else it will feel subpar. 

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5 years ago
Aug 15, 2020, 8:42:47 PM

I do prefer buildings to be listed in a small font rather than giant pictures. Smaller fonts give more direct information and big pictures take up more screen space. In Humankind only eight buildings are on screen at once because if there were twelve it would be a huge use of screen space. This type of interface, especially in a strategy game, is where it should be words over pictures. Hovering over buildings to see their stats is fine. Pictures, however, make it seem childish, as if they are trying to make it simplier and more accesible for people who don't read. I know some people strongly dislike complex UIs -- some RPGs like Skyrim do their best to have minimal UI with no words -- but I really don't think that is appropriate here.

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5 years ago
Aug 15, 2020, 9:22:41 PM

Here are the things I noticed about UI/UX i'd like to change

  • Sorting buildings: why not one button per category directly rather than a button making appearing tags per category, it needs more clicks (also make distinction between them easier
  • City queue on map (not city screen), why infrastructure don't appear?
  • Discoveries were dismissed too quickly at first, not knowing what happenend. Also happen when clicking "Continue movement" but camera isn't centered on the scout discovering it
  • When i'm choosing an emplacement for an outpost/extension, why not auto-enabling FIMSI and resources more clearly? th'ats when i want to see them
  • When queing extension, you don't see FIMSI you'll get, but FIMSI you'll get without the queue
  • Unselecting unit/leaving outpost/city screen don't use same button?!
  • Allow tab to cycle through tasks (what appear bottom right) and another one to cycle trough idle armies
  • Weird to have to click on what site to ransack when i'm actually on a Sanctuary (this one i undestrand it could cause issue if there is a lot of ransakable tiles but still it confused me at first)
  • "Per number of territory" is ambigous, first i thought it was my number of settlement, i suggest to change it to something like "Per number of territory attached to this settlement"
  • Can't unselect army easily when Claiming territory is used (even though i placed the location) if i can't build it this turn (guess its a bug)
  • When gaining a new pop, i ant to see clearly which one it is, where did you auto assigned it ! (make it another color for example)
  • Make more visible where is currently build the extension i'm building, because i have to pay too much attention than necessary to this
  • Tell me when outpost is done ! And when Outpost construction is ass well if i'm waiting to build something else
  • Why can't i know amount of food production without hovering on it, gorwth is not enough when managing pop as going from 12 to 16 food is useless
  • I also agree Resources just aren't clear enough to what they are (might be a bug but also the icon is just off sometime i think #horses in water tile)
These are small issues but taking a look at all these kkind of things would be great and neccessary if you want to make Humankind a great(er) game

It might be nice to maybe have some open dev with lot of features focused on UI, UX and quality of life or that it is constantly upgraded between openddev so that we can feedback it efficiently


Updated 5 years ago.
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