Tons! But can you try something else for me, sweetie? Make it so the two houses on the left don't have their sides right next to the cliff? I mean, as it stands, it almost looks like they gonna tumble off. The inn and the item shop look nice, by comparison, so just have a tile's width of space goin' right around each house?Does this look better?
Do you mean something like this?Tons! But can you try something else for me, sweetie? Make it so the two houses on the left don't have their sides right next to the cliff? I mean, as it stands, it almost looks like they gonna tumble off. The inn and the item shop look nice, by comparison, so just have a tile's width of space goin' right around each house?
@mephet I know your post office post is it a bit back, but I really love the look of it! I think the only thing I'd change is the benches. At least where I'm from, post offices don't usually have benches for waiting and to me it looks a bit like a train station with that in there. Maybe put a table or desk of some sort there for people to write out their mail needs? (Address envelopes and such?)
So, I have a commission going on right now for a battle UI (some edits of MOG). I want to give him some constructive feedback as he worked really hard, but I'm not really sure where to start. Figured I'd ask the artists here.
Take everything with a grain of salt.
Major Problems with the UI:
Right now the UI feels haphazardly put together. Major problems I can see from the get-go:
First tip, give yourself "guaranteed margins." Here is an example:
- The text is unreadable
- The colors are too harsh.
- The portrait art bleeds out of the edges.
- Lack of unifying theme that tells anything about your game.
Now, the distance from the edge of the screen should generally be off limits. If possible, windows would be touching the edges of it, but any window or contents should generally NOT be inside this area.
However, I feel it is important to stress that while this is a rule of thumb, it is not an unbreakable law that is set in stone or anything. If there is a legitimate need to allow a window and/or it’s contents to exceed these invisible borders (especially if it was during a transition or something similar) then that takes precedence.
I guess, in general, windows should not exceed these boundaries while at rest.
Like the windows, this space would be coherent in between all the menu screens.
Reasoning: this will give the menus a feel of spaciousness instead of being claustrophobic! It allows itself a fair amount of tolerance for composition as while windows/contents would not normally exceed such boundaries, the same is not true for other visual elements. (arrow cursors pointing offscreen, inactive windows hiding away, etc)
Second Tip: Standardization of common elements.
A UI has to work as a whole and has a unifying theme and it's the job of your UI artist to mention this in the first place. Ideally you want to do the following:
My general suggestion is to put individual windows on the character facesets. Examples of what I mean:
- Determine the core visual styles of your UI. Basically you have common elements that blocks out information that gives a pattern for your players to extract information from.
- Have a standard font type, size and colors that helps convey important information to your player. Normally you have the header type font, standard font (mostly for dialogue and bulk of the readable information and so on.
- Remember, Menu and Battle UI has to be consistent to unify and give a professional look to your game. One cannot stand out without the other. Without knowing how your general main menu UIs look like, it's hard to suggest the exact issues of your battle UI.