Graphical Interface Overhaul

Remember this picture?

 

Apart from the much more colorful world, who the heck changed the User Interface into what we got now?  This is what a good UI looks like, as far as design goes: it's intuitive, it stands out, and does its job very well.

For all the talk of a tutorial, an easy-to-use GUI goes a long way to helping people understand how to play the game.

I'd love it if Stardock decided to go back to something that looked more like this.

 

Here's the current UI:

As a new player I'm wondering what the heck all those funny little icons mean on the right that I can barely see.  It looks like I have 4 pieces of corn, zero arrow thingies, 12 goblets, and 11 towers.  What are those itty-bitty little red and blue round buttons on the very bottom?  What are the tiny numbers next to them?  What does the red/yellow line around the big round picture in the middle?  The whole thing is confusing and ugly to me.

28,577 views 38 replies
Reply #1 Top

That does look really good...I wouldn't think that would be hard to put in either.

Reply #2 Top

If nothing else, I would just like the world map

Reply #3 Top

Wow...  how the hell did we go from that to the current lack of information?

It has all the relevant info (including kingdomwide break down and minimap) and limited clutter.  Who decided that the current model is superior to this?

Reply #4 Top

Wow..... I gotta admit, that looks pretty cool.  I play the majority of the game in the cloth map mode, so although I do like this world, it wouldn't make that much difference to my overall enjoyment of the game.  However with an interface like that, I can see how it would be an improvement.  Anyone know what happened to this UI?

Reply #5 Top

oooh, minimap...then I wouldn't have to play the game in cloth map mode constantly.   Please tell me I'm stupid and just missed a setting that enables a minimap!

Reply #6 Top

Quoting jutetrea, reply 5
oooh, minimap...then I wouldn't have to play the game in cloth map mode constantly.   Please tell me I'm stupid and just missed a setting that enables a minimap!
End of jutetrea's quote

I think it just got lost while reinventing the wheel :(

Reply #7 Top

there is a button for the minimap in the top right corner

Reply #8 Top

That minimap is very nice, much better then what is currently in game.

Reply #9 Top

Remember this picture?

End of quote

 

It's a mockup.

Reply #11 Top

Quoting kryo, reply 9
It's a mockup.
End of kryo's quote

It's an AWESOME mockup! :(

Why did the dev team go towards the very bland and uninformative current version over this?  It gives most of the necessary info about the unit and kingdom with minimal clutter.

Reply #12 Top

ahahaha, me and Kryo both replied at the same time!

 

I suppose I guessed right!

Reply #13 Top

Nice mock-up...let's implement it!

Reply #14 Top

I think something even more intrinsic to the magic-fantasy-adventure theme is in order. Less buttony and windowy, more parchmenty and crystal bally. The UI textures should be richer and more detailed, and should use concepts from within the theme to enhance immersion.

Reply #15 Top

Wow, that UI does look really good.  And the world is so pretty and full of contrast... and there are no tiny buttons!  Slap an empire tree on there and I would love to have that as the in-game interface.  And like Istari said, if you reskinned that to be more "parchmenty and crystal bally" it might look even better.

Reply #16 Top

It really doesn't look good at all, I don't agree with you guys at all. It's missing way too much info, like resources, recent events, unit vitals and so on. It's also taking up way too much space.

Add on top of that the list of cities, units moving, city HUDs, tooltips and it's easy to see why they went with something reasonable instead.

Edit: the texture and the minimap look better, for sure.

 

Reply #17 Top

Quoting Belmont35, reply 15
Wow, that UI does look really good.  And the world is so pretty and full of contrast... and there are no tiny buttons!
End of Belmont35's quote

Chant with me! Kill tiny buttons, kill them all,  kill tiny buttons...

The trees are only marginally better than the current 3D map trees.  If there is only one tree,  will there be only 20% of the tree-square defense bonus?
Can you only 20% not build city tiles on that square?

Reply #18 Top

55/60 HP on a scout! It has a "falcon" trait! Oh oh, and advance ballista, as if catapults wasn't cool enough... must get!

 

Actually... on second thought, I don't really like it all that much. For example: what's the point of giving a numerical for population, settlement, heroes... the empire tree does that better (despite its flaws). Maybe I just got used to the current Elemental UI, but it's not really bothering me all that much. *shrugs*

 

PS: Can you imagine the mob swarm that would be coming out of that forest? XD

Reply #19 Top

I don't mind the current interface but have a couple things that should be tweaked. 

1. Even when i don't have any of a resource it should still be listed up top.   I ran into a problem where I had farms but no food and couldn't figure out how negative I was since the stat isn't displayed at the top if you have none.  Not to mention it took me awhile to even know about some resources(crystals) since they are up there and I didn't run into them for a long time.

2.  The city screen should list which bonus squares are being utilized.(oasis, mines etc).  Its a pain zooming into each city to try to keep track of which ones have bonus tiles that are being used... Maybe even put the symbols next to the city in the empire tree...  Would also be nice to have the city name over there as well so I don't have to mouse over every one trying to find the city I want to go to.

Reply #20 Top

Our current interface simply has too much there that get in the way of usability and simplicity.  

For example, does the faction progress graph really need to be on the overworld interface?  Wouldn't it have made more sense to put this in the "Kingdom Report" section?  Also, a unit's actions should be front and center on the screen, not buried under a tab.

The whole interface needs more text labels, really.  The most important buttons for a city is obviously for building improvements and units.  You need to make the most important buttons the biggest, because your users will be using them the most.

I love how the mock-up interface had the picture of the selected unit displayed so vividly and clear.  There is no question here, who you have selected.  Half the time when I'm playing now, I often do not even know who or what the heck I'm targetting without squinting at the bottom.

The bottom line is that it seems to me that an artist designed the original UI and a programmer designed the current UI.  I'm probably not far off from saying the same about the whole game in general.  There is no "magic" or diversity in the color scheme.  It all feels so plain and ordinary.  Graphics are not too important to me in video games, but I know we could have done a lot better here.  I mean, just look at what we're getting with HoMM 6:

I'm not asking for the game to look as detailed as this, a lot of the modding creates limitations with what you can do but... come on!  You can't tell me that in 2010 Elemental couldn't have looked a little better.

Reply #21 Top

If elemental taught us anything, it's that you can't trust the screenshots released. :X

Reply #22 Top

Quoting SwerydAss, reply 19
I don't mind the current interface but have a couple things that should be tweaked. 

1. Even when i don't have any of a resource it should still be listed up top.   I ran into a problem where I had farms but no food and couldn't figure out how negative I was since the stat isn't displayed at the top if you have none.  Not to mention it took me awhile to even know about some resources(crystals) since they are up there and I didn't run into them for a long time.

2.  The city screen should list which bonus squares are being utilized.(oasis, mines etc).  Its a pain zooming into each city to try to keep track of which ones have bonus tiles that are being used... Maybe even put the symbols next to the city in the empire tree...  Would also be nice to have the city name over there as well so I don't have to mouse over every one trying to find the city I want to go to.
End of SwerydAss's quote

Food is listed when negative, so if it does not show you have zero.

Reply #23 Top

Quoting GaelicVigil, reply 20
Our current interface simply has too much there that get in the way of usability and simplicity.  

I'm not asking for the game to look as detailed as this, a lot of the modding creates limitations with what you can do but... come on!  You can't tell me that in 2010 Elemental couldn't have looked a little better.
End of GaelicVigil's quote

Not a little. A lot.

Reply #24 Top

This is what a good UI looks like, as far as design goes: it's intuitive, it stands out, and does its job very well.
End of quote
Basing your opinion in a pic, without being able to actually try it (the interface, not the pic) and see if it really works well...

Reply #25 Top

A new interface is possible and not super complicated.

DesktopX builder could be the modder's bestest friend:

 

 

The hardest part is mapping each piece to the right control.