Since fighting is such an integral part of Bevontule (sorry pacifists), we want to ensure that the main combat interface is as streamlined, intuitive and as efficient as possible. We've realized for some time that our current UI leaves a little to be desired and we've recently taken steps to remedy some of its shortcomings.
Here is a picture of our old interface:
Keeping in mind that the new interface should be usable with mouse/keyboard and different controllers, here are some of the problems with the old interface that we've ourselves identified or learned about via player feedback:
- Buttons are incredibly 'skinny' (height-wise) and somewhat difficult to highlight and/or click.
- The info bar panel is too small and is somewhat awkward, appearing above the set of options instead of below it.
- Since all layers ('Options', 'Skills', 'Targets') can be present at once, we needed a way to 'close' one or more layers when a previous layer has been highlighted -- for instance, the user moves the mouse over top of the options panel when he should be choosing a target. Our 'fix' was somewhat hacky and relied on the user holding the mouse over a panel for around 0.5s (this would prevent the user from accidentally resetting layers when haphazardly moving the mouse) This is not exactly ideal, especially when this 0.5s period is not conveyed to the player in any way.
- Overall, the menu is too small relative to the screen and the other elements present. Since the player can also click on targets on the battlefield itself, there is simply too much fine-tuned movement required to select an option, then click a target and vice-versa. Ideally, the menu should be closer to the 'action', so to speak.
- Extraneous information is presented--for instance, in the original picture, the user doesn't need to see two other panels to know that Blade Toss is the selected skill.
With our new combat interface, many of these issues have been resolved simply by moving to a 'horizontal' layout, somewhat akin to a game like Xenoblade, where actions/items/skills are represented by larger 'orb-like' buttons stretching along the screen. Additionally, only one layer (the current layer) can be accessed at a time and the current layer (Options, Skills, etc.) is clearly indicated. This avoids any pitfalls with accidental mouse movements and overall doesn't require the user to make so many micro-movements.
We've also drastically improved the readability and overall 'look and feel' of the panels/buttons, increasing font sizes and adding more outlines/shadows when necessary. Furthermore, buttons no longer scale when highlighted and a new indicator has been added to more easily depict the current selection. Skill information is much more legible and longer descriptions are now possible. Additionally, since the overall panel is larger, there is a smaller gap between the UI elements and the actual battlefield, even more so when the camera is zoomed in closely.
We should also note that it is possible to have more than five skills equipped or items possessed and thus, certain panels will have the ability to scroll left and right to show actions that are out of view. We've debated adding a horizontal scrollbar as well, but I'm not sure if it's strictly necessary.
While we are mostly happy with the new interface, there is one looming issue that has yet to be resolved--in the first picture, each skill clearly indicates both its SP cost and its required 'Charge Time' (the amount of turns before it will execute in the queue.) In the third picture, the Skills layer is shown and while the SP cost can be cleanly depicted in the upper right-hand corner, there is no obvious location in which to place the Charge Time. We've contemplated simply showing this number in terms of 'segments' that would wrap around the rim of the skill itself, but we'd need to tinker with it some to ensure that it's readable (functionally, it isn't difficult to add at all). We'd love to hear any other thoughts or approaches--essentially, it's a single-digit number that needs to be associated with every skill, somewhere in the panel. Without obscuring anything else obviously
Anyhow, we hope you like the changes we've made and like always, we're very much open to any feedback, criticism, well-wishes or death threats!