Applying Graphic Design to the Info Bar
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- Eleazar
- Retired Terrain Art Director
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Applying Graphic Design to the Info Bar
The current info bar suffers from a lack of information hierarchy. I don't know if a multi-platform/language game has the capacity to reliably tweak the leading (distance between lines of text) so i didn't mess with that much.
This is my take on a more readable set-up.
The only alteration that may need some explanation is the how i repositioned movement points. It seems like it belongs with the "HP" and "XP" (not only because "MP" is a similar abbreviation ) but because it's also a vital statistic that can change within a single turn, while all the other information is relatively static.
The darker lettering, may appear slightly too dark on some screens, but you get my idea.
This is my take on a more readable set-up.
The only alteration that may need some explanation is the how i repositioned movement points. It seems like it belongs with the "HP" and "XP" (not only because "MP" is a similar abbreviation ) but because it's also a vital statistic that can change within a single turn, while all the other information is relatively static.
The darker lettering, may appear slightly too dark on some screens, but you get my idea.
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Feel free to PM me if you start a new terrain oriented thread. It's easy for me to miss them among all the other art threads.
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I'll have to give this a go in at least the dfool theme.
"you can already do that with WML"
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http://www.wesnoth.org/forum/viewtopic. ... 760#131760
http://www.wesnoth.org/forum/viewtopic. ... 1358#11358
Brilliant. I never really realized it before, but the single color text always bothered me slightly. The two shades really make the info appear more structured and is easier on the eyes. Great idea!
He is right about this. I believe the space where the MP went is where the status bar was. Where would it go under your new scheme? May I suggest possibibly directly beneath the unit image, leaving some space between the image and the traits and attacks normally?frame wrote:Edit: the status icons need to go somewhere btw
- Eleazar
- Retired Terrain Art Director
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•That was just a photoshop hack.
•adding the attack icons is a good idea
•i'd forgotten the status icons "slowed," "poisoned" etc. is that also what people mean by the status bar?
•adding the attack icons is a good idea
•i'd forgotten the status icons "slowed," "poisoned" etc. is that also what people mean by the status bar?
Feel free to PM me if you start a new terrain oriented thread. It's easy for me to miss them among all the other art threads.
-> What i might be working on
Attempting Lucidity
-> What i might be working on
Attempting Lucidity
- Eleazar
- Retired Terrain Art Director
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Not less important, per se, but it is information dependant on the "attack name." In other words it's only useful to know the "attack power" if you already know which attack you're looking at. (at least for the majority of units, which have multiple attacks.)Tomsik wrote:Power of attack and attack special are less important than name of attack?
By "hierarchy" i meant to indicate not so much the relative importance of information, but the orderly arraignment of information.
Feel free to PM me if you start a new terrain oriented thread. It's easy for me to miss them among all the other art threads.
-> What i might be working on
Attempting Lucidity
-> What i might be working on
Attempting Lucidity
A brilliant idea, and one I'm suprised no one has thought of before.
The text all being the same, even though importance and use varies a lot, has always bugged me in the back of my mind.
The text all being the same, even though importance and use varies a lot, has always bugged me in the back of my mind.
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