SC2 Minimalist UI - Page 2
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Whatson
United States5356 Posts
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Akta
447 Posts
Also, personally I think the minimap wins the "block vision" UI priority list by far so I'd much rather block important screen space with the map than the unit window. Ergo, I would move the minimap a bit closer to the center and keep the unit window away from the center. Would be sweet with a module based customizable UI but not sure how they could make it work with observers and replays. But I doubt they will ever let us make our own UI's in sc2, I don't think the fact that WoW has it means anything here. WoW 'had to have it' because Everquest did, which made it important back then. | ||
SuperSloth
38 Posts
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shineq
United Kingdom1453 Posts
On August 18 2012 05:29 skeldark wrote: if blizzard add gamefunctions on request they do it A) in a very basic unusable way ( chat windows) B) if the work is already done in a mod so they understand how to do it I think blizzard dont want to change anything because it cost money and also cant change anything because of lack of program skill It's not because they don't have the money or resources - they won't do it because the game is out for too long. Imagine waking up one day and the entire UI is switched - you pretty much would have to re-learn the game. The UI works imo, at least from the player's perspective, it's similar to SC1 and WC3 - and that's what it should be. It's not like they can give us options to pick one or the other - the minimalist UI would be way too advantageous. They said often in the past "technologies is not there", or "we cant do that" for basic stuff that a 16 year old hoby programmer could do in 1 day. ( working search function / decent custom map system / chat system / replay from replay / labels in ui in d3 / ... ) I hate that logic. Just because it looks easy for a consumer, it doesn't necessarily mean it is. It's not just a "bool restartFromReplay = true;", it's something a bit more complicated that requires planning and testing. It's not a mod made by a fan so being buggy is OK, it's a commercial product. Oh, and also, the "technology is not there" was a joke coined by TotalBiscuit, not something that Blizzard said. So nice idea with 0% chance that its in the game unless you write a mod yourself. ...aaand get banned within a femtosecond. It could be pretty awesome for a custom map, though. Having said that, it's a pretty nice concept. I think I like the one with the interface split in the two corners the most, this one seems to give you the most space, as opposed to the "wiggle around the two bits of the UI to micro", but the command card would still need to be there somewhere. + Show Spoiler + Oh and by the way, it says "advamced" on the images ![]() | ||
Danglars
United States12133 Posts
If I had a wish list, I'd also go a little beyond minimalist to display 2 pages of selected units at once (aka stretch your selected unit bar further along the bottom). I want to instantly see that drone that's accidentally a part of it, or an infestor I accidentally picked up at a glance and Ctrl-Shift it out immediately! | ||
vorxaw
Canada245 Posts
shineq: obviously advamced is even more gosu than advanced ![]() | ||
RobiTL
France55 Posts
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Spray
United States402 Posts
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nkr
Sweden5451 Posts
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Na_Dann_Ma_GoGo
Germany2959 Posts
And aesthetically it's just worse to me personally. Next thing, hiding the command card is definitely no option. You can actually acquire important information more quickly than you could without it. Upgrades are just one example. You can also see if the unit's current command is casting a spell (e.g. you want to Storm an area a bit further away, if you click the Templar while he's moving you'll see the brighter border around Psy Storm indicating that. Or is the current unit on hold position command? Then there are abilities with cooldowns. Also I don't know if I actually want to have everything located in the very same place. I'm not sure if I'd actually prefer looking at this supply/resource indicator rather than the old one. Yeh my eyes won't have to move as much but is that really better? Maybe it ends up hindering you actually, I dunno. That's just a small concern, but I wanna mention it. And last but not least, in a tightly competitive game like this I just don't think UI modding is the way to go. When players play with (even just slightly) different UIs, that has an influence that I'm not sure I like. I also don't feel like the situation with the ingame UI is even so bad that it's asking for something like that. | ||
Existor
Russian Federation4295 Posts
But I think Blizz will never implement this because their interface is very limited and it's a 3D model now | ||
CrtBalorda
Slovenia704 Posts
I think the minimap being in the buttom left and reasources in top right is part of the game. With this UI your are instanly reminded if you have lots of money, which makes the game easier. A good player would spend his money and constantly check how much money he has. | ||
Rokit5
236 Posts
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Teliko
Ireland1044 Posts
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babbaj
20 Posts
The current UI (and most of them) occupies the spaces completely, ie, draw a line on the screen and clearly define the area that is intended to play and that area is for menus, commands, etc.. In this case the parts are such as "blurring" in space. These blocks "bother" the scene. The Original UI gets a visual balance that is more pleasing to the eye. Nice try anyway;) Great job. | ||
Kasu
United Kingdom345 Posts
On August 18 2012 06:08 vorxaw wrote: Whatson: I just used photoshop, couple screenshops from a replay, masking, moving stuff around, nothing special shineq: obviously advamced is even more gosu than advanced ![]() Looks cool. Does anyone know if anybody has actually played with this sort of thing in-game? | ||
Cuce
Turkey1127 Posts
interface limiting visible game area? well thats part of the game too. | ||
StRyKeR
United States1739 Posts
On August 18 2012 05:45 monitor wrote: Only problem with this is that if it isn't covering a symmetrical part of the screen, there could be "positional imbalances" on maps where the player spawning on the left (vs right) would have more vision in certain areas like the main choke, etc. I think this issue is fairly big depending on how the interface is arranged. Imagine starting at top right vs top left on shakuras with the bottom right visible. Top right spawn has so much more view space since the minimap isn't in the way. | ||
Moonsalt
267 Posts
Btw nice idea of the UI! Kinda reminds me of Bartender4. | ||
Romitelli
Brunei Darussalam566 Posts
Awesome job though, gj. | ||
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