FE: Pre-Beta UI preview

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This is one of my favorite screens. This data will need to become more readily accessible.

 

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The character screen has come a long way.

 

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The encumbrance system is interesting but still needs more balancing.

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If you mouse over any stat, the tool tip (like you see here) is designed to let you understand precisely where it came from.

 

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Here’s an area that needs more work. The HUD icons here don’t make the distinction between a quest location, an active quest, or a quest destination.  They all use the same icon which is confusing and will definitely come up in beta feedback if we don’t fix it prior.

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Here’s another area that we still have to address.  We show the destination cursor but we don’t show the path or how long it’ll take to get there. This is in the pipeline but won’t make it in for beta 1 unless we get ahead of schedule.

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Not so much a matter of UI as interaction with other players. This part is just in its infancy.

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The new Hiergamenon has been designed to be fun to read through all the cool stuff in the world.

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It also provides spoilers for the insane number of magical spells.

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Because magic is really a game by game thing, you won’t see most of these spells in any particular game.

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This is the UI we’re put in thus far for helping those who are really into the resource management side get to see where the money is coming and going.  I wish GalCiv had had this.

Most of this UI being dhown here, btw, was designed by a combination of Derek, Jon, and Toby, who, like the rest of the team, are working hard today (on a Sunday) to help make sure the first beta is in decent shape.

29,137 views 18 replies
Reply #1 Top

Yay for paths in the pipeline!

Reply #2 Top

Cool!

[Edit] Heavenfall beat me by 30 secs... daggum Heavenfall!

Reply #3 Top
Yay for paths as well! That yay'd, I hope the icons on the left in the character screen are ordered in some intuitive way. Dunno what they all mean, but from what I recollect from WoM, the rune stuff is probably magical stuff, and they appear not to be together.
Reply #4 Top

Hymn of Torak? http://magiccards.info/scans/en/fe/12.jpg

Reply #5 Top

Most of this UI being dhown here, btw, was designed by a combination of Derek, Jon, and Toby, who, like the rest of the team, are working hard today (on a Sunday) to help make sure the first beta is in decent shape.

Thanks to all of you. :)

I really like most of the new UI stuff. But thats something i take as it is in any game. "Well ok. Thats the UI. I have to deal with it" :) I´m still positively shocked by the Faction Dev. Journal...

Reply #6 Top

Wow two great posts in one day!

Reply #7 Top


This looks great - tremendous progress.    I am very ready for the beta to open!

Reply #8 Top

like the rest of the team, are working hard today (on a Sunday)

hey brad you gotta be proud of your devs.... i say if they are in the office still order them some pizza. if they are already gone for the day. get them all for lunch tommorrow some pizza.

pizza = power ups

Reply #9 Top

I like that one page of the spell listing only covers the beginning of the Bs to the middle of the Cs.  Implies there are a fair number of spells. :)

Edit: And I had to look up what 'ineluctable' means. :D

 

Reply #10 Top

I notice there are two entries for "Flame Dart" in the Hiergamenon. That probably ought to change.

Also, what is the origin of the word "Hiergamenon"? It doesn't make much etymological sense to me.

Does the Blindness spell add a permanent negative quality to a unit, or is it a temporary effect? Personally, seems like it'd be cooler if it were permanent.

Reply #11 Top

Hierarchical game knowledge?

Reply #12 Top

2 great articles in one day. Even more remarkable, it's on a Sunday. You guys are awesome. :grin:

 

I really like the look of the UI and the number of spells looks very promising. More than 200 I'm sure. :inlove:

 

Oh and Hymn of Torax made me smile. Great Magic the Gathering reference. :thumbsup:

 

 

Reply #13 Top

The big difference i notice is how every screen uses color to liven things up. Compared to the WoM menus it is a huge improvement, but what about using some color on the numbers to relay information? ex: -1 is yellow but -5 is red. It would make the data easier to glance at and find outliers for when those lists get really big. 

 

P.S. One thing I would like to learn how to do is add a Spell of Kings option area to the setup screen. This would be a very good thing to tutorial for modders. 

Reply #14 Top

Its BEAUTIFUL! Jesus you guys are rocking with sweet articles! :thumbsup:

Reply #15 Top

Thanks also for the paths! And wow this game will feel different!

Reply #16 Top

As for the quest conundrum, how about a fairly typical rpg quest log, which when you select a quest that you've started it centers the current destination on the map.

Reply #17 Top

Great news on paths. That is a really helpful feature.

 

The encumbrance system is one of the many additions that seems like it will add great depth without adding pointless extra junk.

 

Overall, the UI changes look great. Tooltips are such a huge part of a good, modern UI.

 

EDIT: Something I just thought of, when using diplomacy or other interaction screens, will it be possible to have multiple choices, or just two (yes / no) or whatever? So for example, when speaking to someone, could you have an option that is polite (and maybe gives a relations boost?), an option that is aggressive (and maybe gives a penalty), etc.?

 

Reply #18 Top

You could always rip off the Quest UI from SWOTOR.  :)