[FfH II Art Team Blog]

Some comments about the new HUD:

1. As mentioned before it looks too flashy, I wouldn't mind a more interesting HUD, but only if it stays out of the way. Right now there is way to much going on, the moment I looked at it my first thought were "wow cool" and then "SENSORY OVERLOAD!" Minuscule details are great in units and other graphics, but a HUD should be simple and easy.

2. The icons don't match the HUD. What I mean by that is that while the new HUD is all burnt and falling apart the icons are bright and pure. It destroys the illusion that the icons are printed on the HUD and makes them look merely superimposed. Having witting on some of the papers doesn't help the effect much either. If the buttons and completion bars were integrated with new HUD that would help a lot. (for example, taking away the circles around the adviser buttons and making them look like they were drawn on paper.

3. Having a new HUD would add to this already thematic mod, but I would only add it if it still presents the information in a tight and concise fashion. I think that keeping the papers much simpler would be a big help, and only burning and ripping them a bit at the edges. Also, turning the books into simple pieces of paper would get rid on the annoying center part. I'm sorry to be so harsh, but right now I would heavily prefer the simplicity of the current one. This new HUD has potential, but only if it simplifies itself and backs off the clutter.

HERE is a great example of a completely unique HUD that works. Everything is subdued and everything fits with everything else.
 
Some comments about the new HUD:

1. As mentioned before it looks too flashy, I wouldn't mind a more interesting HUD, but only if it stays out of the way. Right now there is way to much going on, the moment I looked at it my first thought were "wow cool" and then "SENSORY OVERLOAD!" Minuscule details are great in units and other graphics, but a HUD should be simple and easy.

2. The icons don't match the HUD. What I mean by that is that while the new HUD is all burnt and falling apart the icons are bright and pure. It destroys the illusion that the icons are printed on the HUD and makes them look merely superimposed. Having witting on some of the papers doesn't help the effect much either. If the buttons and completion bars were integrated with new HUD that would help a lot. (for example, taking away the circles around the adviser buttons and making them look like they were drawn on paper.

3. Having a new HUD would add to this already thematic mod, but I would only add it if it still presents the information in a tight and concise fashion. I think that keeping the papers much simpler would be a big help, and only burning and ripping them a bit at the edges. Also, turning the books into simple pieces of paper would get rid on the annoying center part. I'm sorry to be so harsh, but right now I would heavily prefer the simplicity of the current one. This new HUD has potential, but only if it simplifies itself and backs off the clutter.

HERE is a great example of a completely unique HUD that works. Everything is subdued and everything fits with everything else.

Ok,
I reworked it, and want to know some more opinions. remember, that at a first glnce,everything new is distracting at first until you got used to it.
I personally think, that it gives a way more ancient and thematically feel for FfH than the old style. (also in this collage in photoshop, remember the text above the hud and the buttons actually were cut out, so it looks a bit clunky)


if image shows not up: http://img353.imageshack.us/img353/4262/overlaymaineg3.th.jpg
 
I'm a fan of this new version. It doesn't seem all that distracting to me, as far as gameplay goes, but definitely looks in keeping with the theme. A question, though; Since the scroll for the Civilization's flag is raised above higher than the mini-map, what will it look like if the if the list of civs in the game overlaps it? For example, in your screenshot, if Minister Koun was on the bottom instead of Mahala. It might be a little difficult to read, is my concern.
 
The bottom of that list is always in the same place. As more Civs are added the top of the list moves up toward the gameclock.

As for the buttons not fitting the rest of the HUD, would you guys be willing to have Static buttons just to make them fit in? That means they wouldn't change appearance when you hold your mouse over them, but they would still work.

Thus far, I haven't been able to figure out a way to make a HUD which can change mid-game use animated elements, or pieces which react to the mouse location. That is the main thing which keeps seZ from being able to do a complete HUD makeover like the linked MOD did, the fact that these are able to change when your religion does.
 
The bottom of that list is always in the same place. As more Civs are added the top of the list moves up toward the gameclock.

It's not the placement of the list that I wonder about, it's the length of the name for some of the civs - Minister Kuon might overlap if he were on the bottom, where Mahala doesn't.
 
as it seems, we are making a completely new overhaul. kael has made some suggestions and i will see what is possible.
we want the main screen to show as much of the map as possible. (which means less fancy elements)
 
Ok, I reworked it, and want to know some more opinions. remember, that at a first glnce,everything new is distracting at first until you got used to it.
I personally think, that it gives a way more ancient and thematically feel for FfH than the old style.
Looks rather good IMO. I suppose the paper rolls are menues to roll up and down. They give a legendary, old background which one awaits for a game such as FfH (myths, fantasy etc.).

Personally: For me your efforts are kind of unsatisfying - for you :D. Everybody has another taste, another ideas, but you are the only one to effectively put it into images. But everybody is in a position to write a comment. No easy task for you. But you do indeed a very good job! I have for my own several ideas for units but cannot put it into images or nifs :sad:. Therefore I do admire your talent :king:.
 
It's not the placement of the list that I wonder about, it's the length of the name for some of the civs - Minister Kuon might overlap if he were on the bottom, where Mahala doesn't.

Now I understand what you are saying. That isn't a problem though, all text will overlay the interface (EXCEPT for the event/feedback text at the top of the screen, unless you change Resolutions once in-game. Have to figure out how to control that from the code still...)
 
I'd really like it if you could add some way to scroll through the details of large spells like that.


I rather liked the part under the mana bar, but was worried that it wouldn't be large enough if and when all 21 spheres are added (which I may go ahead and do in my modmod)
 
I like the style of the new HUD a lot. It keeps the feel of the last one, but it is light enough and simple enough to read all the text clearly and easily. The icons also are blending into the much simpler and elegant scrolls much better. It will definitely help the FFH feel.

My one very nitpicky comment is that in the lower right hand corner just above the mini map it would probably look better if all of the icons were completely below where the scroll starts to curl in on itself. Maybe using the burnt edge on the top and the curled edge on the side of the minimap would work to fix the problem. Also the books in the lower left hand corner are a bit distracting, especially since unit info is always there.

Great job overall though, defiantly can't wait to use it now.
 
A good solution for reading those large stacks would be to hit CTRL + I, this will move the Hint Text down lower, giving you more visibility.


I'll see what I can do about making that Text Box overflow to a second column though. In theory, should be quite easy to do (Promotion/Action Buttons do it afterall).

A scrollbar isn't possible, since the text is only there while you have the mouse hovering over a specific area. Thus when you try to move to the scroll controls, you will lose the info.


Don't worry about the buttons blending in :) I have finally learned enough about what I am doing with the Code to unbind seZereth's hands. He should now have complete artistic control over the layout of the HUD.

In short: Expect good things. I know that I do.
 
Don't worry about the buttons blending in :) I have finally learned enough about what I am doing with the Code to unbind seZereth's hands. He should now have complete artistic control over the layout of the HUD.

Yeah! (ten freaking characters)
 
Anyone noticed that in the screenshot the worker is 5 years old? (Age:5) Put aside child labor, what hefty new feature have you added?
 
Anyone noticed that in the screenshot the worker is 5 years old? (Age:5) Put aside child labor, what hefty new feature have you added?

tht is xienwolfs enhanced mod. where the age (in turns modified by speed setting) is noted. pretty cool, but without any game relevance i think.

The HUD will be completely reworked from ground up to suit FfH´s needs. we will relocate the unit display, the flag and make more room for promotions and action buttons.

creating something slim and nice looking.
 
SeZ wanted me to layout how I wanted it to look from a use of space perspective before he killed himself reskinning everything. This is the layout I prefer. The biggest change is the much larger action button area that was gained by removing the civ flag panel and the unit art from the bottom row. As you can see the unit art has been increased in size and moved above the row, the minimap has been increased in size slightly, and the flag now hangs from the top.

There is more room now also for the plot list buttons (useful when you have large stacks of units). And actually more room for promotion icons, since they won't overlap with the unit picture.

Im also posting this for Xienwolf so that he has something to go off of if he wants to use any of these ideas (since it was his work that really inspired all of this).
 

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