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Lobby UI Design (split from #16) #100
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Two ideas I have: my initial idea and one with Cheese' suggestions. I think the basic sections we need for a multiplayer lobby should be:
I have but a vague idea about the size of the player model and the cart model, hoping to do a more detailed/illustrative sketch for the second design. Also, I think we need a room/match name section (this would require a pre-lobby in which you choose the room you want to play in), but atm that could be put in front or above the host's name. |
Ah ha ha ha, I love the wide arms :D |
I suggest to add:
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Should input device be an options menu thing? |
Here's a more detailed sketch of design 2 (excuse the rushed handwriting): I was thinking the background of the lobby could be the actual lobby/entrance hall of the clubhouse (in which case the other 3 players would be leaning against the bar :D) or outside on the field with a screaming audience behind. Right-clicking on a different player should bring up a menu to mute or kick them out of the game. The relative scale and position of the player model and the cart is to be experimented with as I'm unsure how everything is going to look on an actual screen. Erik: I added the colour selection. For the control options, I think pressing escape to bring up the pause menu should be able to cater to that. |
Here's the local multiplayer lobby concept (based on the first sketch in the first photo): Couple of things I'm unsure about this design:
Suggestions and feedback would be much appreciated! |
@lightsoda can u make these pretty ? = ] |
@ErikBehar I can try :) |
Aww, they're already pretty :D Can't wait to see what you come up with, @lightsoda! |
@Taekon has some solid ideas here at least, I don't have much to say about the overall design at this point, I might try my hand at creating a mockup with a clubhouse/bar/crowd etc, and maybe adding some details. |
by pretty I meant like actual usable in game ui art, not just mockups = ] |
@lightsoda I planned on designing the clubhouse interior anyway, so would you mind doing the UI art? That's the bit I have no idea how to do :\ |
@Taekon sure! |
Hmm... how about animations when the characters make silly faces when you mouse over them? I mean, this IS Double Fine. |
@lightsoda nice = ] havz PSD's ? |
@ErikBehar sure, I'll push up all my PSD's to the asset repo in a bit. |
@Taekon, @lightsoda: that is awesome |
This looks positively amazing! :D |
I really do like this ^_^ The warmer one feels like a nicer fit to me, but both variations feel strong. |
@klamp digging the skin, some more elaborate texture work is certainly worth looking at long term. I'd love to see what you can come up with for 32 player! |
Nice work, GunnyMcfly :) |
Look real nice. Some players will use controllers so need to see the layout works for that too (for example going between different UI elements and changing settings) |
Tried out something different - free font called Matiz - http://www.fontsquirrel.com/fonts/Matiz |
Nice work! :D Overall, it looks good. It's a small thing, but I really dig the icon you're using for what I assume is a "par" indicator. |
Good stuff @GunnyMcfly, looks great. One comment, I had to double-take the faded out cart icon it jars in my mind against the menu that seems to be showing you are selecting your cart. I guess this is to show you can't activate it again, but it makes the shirt pop out to me. Small thing, looks great nevertheless. |
@GunnyMcfly Ah yes, Cooper, I used it in some early menu mocks. |
@fierydrake yeh its tricky showing interaction in flats - the screen is showing a state as if you've already clicked on the cart icon and that menu has popped out - I'm thinking we'd need to show more of an obvious selected state in the menus to help people using controllers know where they are on the screen? |
Has there already been discussion around controller support and how integrated with the menus it would be? |
Yup, we've got controller support in at the moment. You can see an initial menu implementation in the most recent build in offline mode. |
so i have no idea about git... how do i add assets to the repository? |
You'll need to fork the asset sources repository, clone that down, push your changes up to your fork and then make a pull request. If that sounds like gibberish, we can do it for you if you post a download link here in the issue, or we've got some notes on using Git/GitHub in the wiki (and you can usually find someone to help talk you through stuff in IRC). |
no not gibberish :) had kind of figured it out but starting the process by "forking" didn't sound right - was like i was making a new separate version - anyway i'll do some more reading and if really get stuck i'll stick a download link here :) cheers mate |
No problems :) |
so i was looking through the repo and looks likes its only for raw game assets - @lightsoda current psd link here if you want it :) https://copy.com/Hqx622z3NHMyYOkS |
Took a bunch of screen shots from the latest build and will hopefully get a chance to do some skin layouts based on the current functionality over the next couple days |
I was thinking that the server browser should probably be presented as a table. At the moment, it looks like we're exposing server name, server IP, server state (started or not), and player count. There should also be some kind of indicator for whether or not a server list refresh is in progress. The multiplayer lobby screen now also has a player list which should be taken into consideration. |
Hey @Cheeseness are you saying that exposing the extra info isn't right or just making sure we account for it? Yep need some kind of progress indicator for sure :) |
Oh, I was just noting what we already had access to to make sure that we don't miss anything :) |
Going forward i guess we'd expose the map name too? |
Quick layout for join/host a server screen - was thinking you could set your name in the lobby prior to this screen? I haven't seen what it looks like if you are in the MP lobby after joining someone else's server, but I'm thinking that the other lobby design I did would probably work pretty well for after you choose "host a server" - with a few tweaks? |
Nice work! :D
Yeah, definitely. When we enable spectators, maybe a spectator count too? Could server status be better represented as an icon, do you think? |
Cool gonna need to go wider for the server list I think. Yeh icons could be cool - any suggestions? Will have another look tomorrow, gotta be up at 6 for work :) |
Cool, I might start implementing some of this stuff. Just need the go-ahead from @Cheeseness :) |
@lightsoda Oh, whoops. I'm guessing you weren't around when I said that the pull request I was suggesting you hold off for was merged. Sorry! Go nuts :D |
Was finally able to log in again! Anyway, I posted on the forum but I'll update here, too. I've been playing around with more ideas for local multiplayer. I was also told that players have the ability to choose voices for their characters, so I'll need to include that too. I'm gonna take a pass at the next screen (course select) in this style and see how it goes. I also might do a mockup of some sprite animations for the UI. |
Nice work, @klamp! Having several UI concepts like this will hopefully let us better understand what sort of requirements we're likely to want to have with regards to UI theming longer term. Your ball tee icon/scroller for selecting colour looks great. |
Nice one mate - still keen to help out even if its more UX wireframing stuff too :) |
Split from #16, we need a design for a lobby which allows for options for player model and cart selection (with possible expansion for other customisations such as voice?). The lobby should also provide text chat functionality and show other players' model/cart selections.
We'll also want a lobby creation screen where the host can set game parameters (in the future, this will be game name, course, game modes if we have them, etc.), as well as a lobby join screen where a player can select from available lobbies (or enter details for a lobby to directly connect to?)
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