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SquaredGlasses — RSIV UI Concept v2

#concept #jagex #rs3 #rs4 #rune #runescape #scape #ui #ux #runescape3 #user_experience #runescape_3
Published: 2015-03-16 03:46:12 +0000 UTC; Views: 1318; Favourites: 2; Downloads: 6
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Description This is the second version of my "Runescape 4' conceptual UI design; here's the first version of this concept .  To clarify, one more time, this is NOT "Runescape 3."   It's a concept for a completely separate game with a completely separate interaction model of a completely different genre.  Not a skin.  Not an upgrade.  Not a mod.  Not an overlay.  The big similarity is that they both use the Runescape IP, and one of them doesn't actually exist at this point in time.

SERIOUS CRITIQUE REQUESTED
FIRSTLY: make sure you read all of this before reviewing; it's vital.
Next: my pockets are devoid of enough spare change to warrant purchasing premium membership solely for critique on this one thing; please tear it apart as if you were going to play the game.  Two things to keep in mind, though: the reticle is missing on purpose, for the time being, and no, this doesn't have anything to do with the current or oldschool versions of Runescape.  It's hypothetically a standalone product drawing from the lore of Runescape, and is meant to be as far away from the click-and-wait yawnfest of OldSchool, and the number-cycling pseudo-democracy of RS3.  The game style would fall somewhere between Skyrim, GTA and Dishonored, but with the skill-choice of Runescape.

VISUAL ELEMENT CUSTOMIZATION METHOD
Players are able to customize where they want each element parent group to go, meaning that players can choose if they want the enemy popup on the top center or bottom center, or the health/energy/fatigue group to be in any one of the four corners.  Players can also combine the health/energy/fatigue and prayer/summoning bars into one, putting them in the same corner.

VISUAL ELEMENT OVERVIEW (by element group)
TOP LEFT:
-Hitpoints Bar [red]
-Fatigue/Energy Bar [fatigue is dark orange, energy is gold] (fatigue limits maximum current energy level)
-Physical Modifier Area (icon shown is a hitpoints modifier [stolen from prayer]; physical modifiers are non-magical)
TOP CENTER:
-Enemy Name Popup [white text]
-Enemy Health Popup [red]
ROP RIGHT:
-Prayer Bar [sky blue]
-Summoning Bar [greenish cyan]
-Magical Modifier Area (icons are prayers currently active; magical modifiers are always magic-based)
CENTER:
-Location Change Popup (this shows up as "unknown area" if the player has never heard of it before, or doesn't know where they are)
-Level-Up Popup (shows up in the same place as the Location Change popup)
BOTTOM LEFT:
-Ammunition Type and Count (if applicable) [smaller white text]
-Weapon Name [larger white text]
-Adrenaline Bar (adrenaline is used for special attacks like RS3, but more adrenaline in the bar increases player damage output) [orange]
-Special Attack (the special attack text stays at 25-50% opacity until the player has enough Adrenaline to use it; players can change their current "ability" attack using an ability wheel selector) [smaller white text]

VISUAL/AUDITORY ELEMENT INDICATORS
-Visual elements automatically hide themselves when they're not relevant, for example: there will be no enemy popup when there is no enemy, no weapon popup when the weapon isn't drawn, etc.
-When health is low, the player hears a headrush sound effect, intensity based on how low the player's health is.
-When energy is low, the players breathing starts becoming audible.
-When fatigue is low,
-When you lose a chunk amount of value from a bar-based indicator (such as health), the loss shows up as a white overlay on the receding end of the remaining bar, instantly showing how much is lost and how much is left, fading out with what had been taken.  For an idea of what it might look like, look at most popular fighting games.
-When value from a bar-based indicator (such as energy or prayer) is being used concurrently (excluding damage-over-time effects), a 2-3px white line shows up on the receding end of the remaining bar, indicating that it is being used concurrently; for example: when a player has a prayer activated, summoning familiar out, or is running.
-When you are poisoned or have some sort of "damage-over-time" effect affecting you, it shows up as discolouration at the "zero" end of the bar as a colour-based overlay depending on what kind of damage-over-time effect is affecting you (for example: green, for poison).  The overlay shows how much health it has left to take away, and as it takes away health, it recedes towards the zero-end of the bar, taking health with it.
-When the player's character (not the player, as that defeats the point of sneaking enemies) notices that they're being preyed upon, music changes (similar to Skyrim)

CHANGES:
-On-image descriptions removed
-Some of the bar-based elements have been scaled down slightly
-Text has been popped-out of the primary elements, and was given a drop shadow to help it stand out
-Prayer orbs were added to modifier areas to help demonstrate spacing and execution
-Location-based popup was added
-Ammunition Type and count were made more clear by line and type size separation

INTENDED CHANGES:
-Make modifiers stand out a little more
-Show optional numeral-based overlay for bar-based indicators
-Possibly texturize the bar display fills to add visual interest
-Make clearer what it would look like when players take damage; currently it's only displayed using a white bar overlay on lost bar volume
-Add a map overlay and compass overlay (compass and map is intended to not always be visible/clear for when players are lost in caves or unable to navigate by stars)
-Add visual indicator for when the player can perform unselected abilities/special attacks with their current amount of adrenaline
-Show optional "detachment" of ammunition text opposite of weapon popup for greater contrast of elements and less clutter
-Show at least one more custom UI setup using the "Visual Element Customization Method" guides above

The screenshot is one of Skyrim found on some random website.  No copyright infringement intended.  Used for display purposes.  If you know the author of the screenshot, feel free to comment with a name and a link.

FONTS USED:
-Museo Sans 500
-Cinzel
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Comments: 7

gdpr-17473949 [2015-03-16 17:47:58 +0000 UTC]

Hidden by Commenter

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SquaredGlasses In reply to gdpr-17473949 [2015-03-16 22:07:39 +0000 UTC]

I'm glad you like it, but there are a two problems.

1 - Runescape 3 isn't the right kind of game; this is for a hypothetical product that will probably never exist.

2 - A clean, modern interface is never going to happen with the current game unless Jagex starts supporting custom interfaces (which I doubt they'll ever do), or the players start accepting forward-moving changes to the game.

In all cynical honesty, I think Jagex is more likely to give me royalty-free license to the Runescape IP to make this game than it is that the current playerbase will accept a modern interface.  =L

I mean, players couldn't even accept the changes to the skillcapes that THEY voted on.  =T

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NatalyaMarie In reply to SquaredGlasses [2015-03-17 00:34:26 +0000 UTC]

What do you mean not supporting custom interfaces?  We have an entire NIS that was created 10 months after EOC's release .-.  It may not be completely custom, but it's a HUGE leap from what was normal for 10+ years.

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SquaredGlasses In reply to NatalyaMarie [2015-03-17 07:28:22 +0000 UTC]

Custom interface files as in replacing the actual code and sources to get something other than what Jagex has already produced.

WoW allows this kind of functionality; like so:
www.wowinterface.com/addons.ph…

In Runescape, the in-game UI is stored in the game files.  The client doesn't actually contain any in-game visual elements.

If you edit the game files and trick the servers into thinking you have the right files (as it will attempt and fail to authenticate changed files, forcing them to refresh), accounts you log in to using those smuggled edited files will be banned without question and without reprieve.

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NatalyaMarie In reply to SquaredGlasses [2015-03-17 19:48:52 +0000 UTC]

RS doesn't support that sort of thing because...It's not that sort of game and doesn't require highly customized interfaces.  Throwing elder scrolls in the background and putting HP, ADR and whatever else around the area doesn't make it a better experience.  Maybe I'll edit this again if I get the chance to view your concept.

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SquaredGlasses In reply to NatalyaMarie [2015-03-18 03:25:18 +0000 UTC]

You're either neglecting to read everything I write, or it's getting lost in translation.

So, nevermind.

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NatalyaMarie In reply to SquaredGlasses [2015-03-18 22:59:57 +0000 UTC]

I'll tear it apart as a normal concept - I didn't actually read the description and only read the comment.

It's dull and lifeless, it's missing numeral marks that should be there to give the player a sort of...Perception?  Or understanding when things such as LP or run energy run out.  As it is now, it looks like it belongs in a racing car game with things like acceleration and speed and what not.  I think you should also maybe label or give ammo another section of its own.  The numbers being there are kind of plain and boring.

Overall, the area that they're in and the labeling is nice, but it definately needs more.

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SquaredGlasses In reply to NatalyaMarie [2015-03-19 10:01:31 +0000 UTC]

Well, the description pointed out that both the hitpoints and run energy are shown in the UI in the top left as percentile bars, like most other games of the same style (Skyrim, Darksiders, GTA, Dark Souls, etc).  I expanded the description to clarify some things, but I also added an optional numeric overlays to bar indicators to the list of items to include in the next version.

I don't understand the racing game thing.  It's a clean-line interface style; it may be employed by a lot of racing games, but I don't see why you can't employ it in any other genre.  It's as anti-skeuomorphic and modern as I could get it, because personally, I find UIs like Diablo III where it tries to personify hitpoints and magic through "orbs" really distracting.

I also don't get the ammunition popup being above the weapon popup being "plain and boring;" it's set up how I would set it up.  Referring to the "clarification" I mentioned above, I meant to allow players the ability to move parent element groups around into different pre-determined corners, depending on where they like them.  So I added to the list that the ammunition popup and the weapon popup were not of the same parent element group, and I'll include the ammunition being separated in the next version.

Thanks for the feedback.

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