Skyrim UI PC Specific Redesign

Post » Tue May 15, 2012 6:22 am

Wakeupbrandon, any plans to work with DarN on a real UI mod?
User avatar
Ashley Clifft
 
Posts: 3468
Joined: Thu Jul 26, 2007 5:56 am

Post » Tue May 15, 2012 4:05 pm

Wakeupbrandon, any plans to work with DarN on a real UI mod?


Right now, someone (respectfully won't be named at the moment) is working on getting the SWF/Flash Files decompiled just to see what we can do. I'm really up for working with anyone who's passionate about this stuff.

I'm even thinking about just skinning the current UI to get a feel and learn my way around. Sure it won't be as flashy, but it'll give some insight into what's possible and what can easily be tweaked or find out what the tech limitations are. Most of my time is wrapped up in other freelance work at the moment so it's unrealistic for me to really be able to put any large chunks of time around something of this scale.
User avatar
Petr Jordy Zugar
 
Posts: 3497
Joined: Tue Jul 03, 2007 10:10 pm

Post » Tue May 15, 2012 7:30 am

This seem to be a hot topic for PC Skyrim players. So I decided I'd take a few mins at work today and do a sketch/overhaul the Skyrim UI for PC.

It might seem a little webbish (I'm a Web/UI designer by trade) and I tried to keep some of the philosophies Bethesda is already using, but giving it a more PC feel while giving a quick solve to the sort problem.

Anyways, here was a quick stab at it.

http://i.imgur.com/GKuzW.jpg v1

http://i.imgur.com/LvUlP.jpg **Update
http://i.imgur.com/4NgHv.jpg **Update

If I ever get a little more downtime maybe I'll take a stab at one of the other screens like Skills/Perks.
The grid view looks amazing. Just need to change the colouring to something a bit more medieval/fantasy.
User avatar
Felix Walde
 
Posts: 3333
Joined: Sat Jun 02, 2007 4:50 pm

Post » Tue May 15, 2012 5:39 am

THIS is what the PC version should have been. Hell all versions.
I would feel shamed if i was involved in making the in game UI after seeing this thread.
User avatar
Catherine N
 
Posts: 3407
Joined: Sat Jan 27, 2007 9:58 pm

Post » Tue May 15, 2012 5:31 pm

Yes. Yes.
Y
E
S
User avatar
Emma Louise Adams
 
Posts: 3527
Joined: Wed Jun 28, 2006 4:15 pm

Post » Tue May 15, 2012 8:10 am

THIS is what the PC version should have been. Hell all versions.
I would feel shamed if i was involved in making the in game UI after seeing this thread.
Well said. There is no excuse.
User avatar
naana
 
Posts: 3362
Joined: Fri Dec 08, 2006 2:00 pm

Post » Tue May 15, 2012 8:02 pm

I highly approve of this!
User avatar
Elisabete Gaspar
 
Posts: 3558
Joined: Thu Aug 31, 2006 1:15 pm

Post » Tue May 15, 2012 10:46 am

Here's just a thought on how the icon-based inventory could be enhanced to display more stats. I took the liberty of modifying Wakeupbrandon's idea. It's plain text added for values of damage / armor, weight and value. Also, the border of the icon shows the type of magic it uses. A hotkey to enable / disable the stats might be useful, too.

http://i86.photobucket.com/albums/k120/scratch8o/unsorted/icons_enhanced.png

That looks amazing! Keep up the creativity and your enthusiasm!
User avatar
aisha jamil
 
Posts: 3436
Joined: Sun Jul 02, 2006 11:54 am

Post » Tue May 15, 2012 5:41 am

Wow...that's awesome.
User avatar
Heather Stewart
 
Posts: 3525
Joined: Thu Aug 10, 2006 11:04 pm

Post » Tue May 15, 2012 1:25 pm

This is a really good design. You kept the sleekness of the current UI but brought back the functionality from previous installments and their modded versions. Now of course, this is just a picture. The tricky part is to actually code it :'(
User avatar
Lalla Vu
 
Posts: 3411
Joined: Wed Jul 19, 2006 9:40 am

Post » Tue May 15, 2012 9:26 am

mad props OP. Looks amazing, and it's the best start we've had!
User avatar
roxanna matoorah
 
Posts: 3368
Joined: Fri Oct 13, 2006 6:01 am

Post » Tue May 15, 2012 4:48 am

DO WANT DO WANT! need this
User avatar
Cheryl Rice
 
Posts: 3412
Joined: Sat Aug 11, 2007 7:44 am

Post » Tue May 15, 2012 3:54 pm

If this can be succesfully made into a working model, I would certainly be using.

Excellent design concept.
User avatar
Stacyia
 
Posts: 3361
Joined: Mon Jul 24, 2006 12:48 am

Post » Tue May 15, 2012 7:03 am

I have a couple big concerns regarding the use of icons:

1) You're generating massive workload creating icons for every item in game.

2) Custom-made objects in mods will not distribute with icons. That leaves the user to either make their own or beg and plead for artists to do so on their behalf.

It's just a cumbersome addition to the game's structure that you don't really need to make for yourself. Instead I'd recommend that if it won't bog down performance is to display 3-d models inside that icon space. If it won't work it won't work, but it's an idea at least.
User avatar
Teghan Harris
 
Posts: 3370
Joined: Mon Mar 05, 2007 1:31 pm

Post » Tue May 15, 2012 8:25 am

I have a couple big concerns regarding the use of icons:

1) You're generating massive workload creating icons for every item in game.

2) Custom-made objects in mods will not distribute with icons. That leaves the user to either make their own or beg and plead for artists to do so on their behalf.

It's just a cumbersome addition to the game's structure that you don't really need to make for yourself. Instead I'd recommend that if it won't bog down performance is to display 3-d models inside that icon space. If it won't work it won't work, but it's an idea at least.

I have to agree there. While it may look great, it would not be feasible to achieve. However, I really enjoyed the http://i.imgur.com/LvUlP.jpg that had regular lists of items.

Keep up the good work guys, I hope to see a UI like this someday :)

Greetz,

Milt
User avatar
Phillip Hamilton
 
Posts: 3457
Joined: Wed Oct 10, 2007 3:07 pm

Post » Tue May 15, 2012 2:53 pm

Ha! I wish, I just designed it in Photoshop. I don't have a lot of experience in the way of game development. Intermediate to Advanced Front-End Web Dev and Flash Actionscript I'm pretty decent at though.

Also, the idea of using Bethesda's Philosophies probably comes from my day job where I have to be political to my design process all day. :P


No need to be political. 5-year olds with crayons could design a better UI than Bethesda did with Skyrim, and we all know it.
User avatar
cassy
 
Posts: 3368
Joined: Mon Mar 05, 2007 12:57 am

Post » Tue May 15, 2012 6:40 pm

1) You're generating massive workload creating icons for every item in game.

Perhaps the process of creating thumbnails could be batched by some custom third party app... (Tes5IconGen? :thumbsup:)
That might be preferable.
User avatar
Laura Wilson
 
Posts: 3445
Joined: Thu Oct 05, 2006 3:57 pm

Post » Tue May 15, 2012 8:13 pm

Pick the greenish one against fire dragons, the one with a yellow star against undead, the silver one with a red glow when you want to haggle, and the dark one with a blue stone for every other occasion.




Sorry, that's just wrong.

Why would the icons all be identical? That defeats the purpose of them being icons in the first place. They need to be different in shape, colour and contrast at least, as well as being easy to see against their background.

Text is not the best way to find something. If you know the name, a search box is the best option, no matter how the items are displayed. If you don't know the name, tags + filters + icons are (you don't remember the name, but you can guess the function from the form, and might remember the look somewhat).
You literally cannot make enough icons that are discernible enough to symbolise the myriad effects that an amulet could have, and thats assuming the amulet only has ONE effect. Bedwyr hit the nail on the head, this is a massive and unnecessary workload, and as I said it doesnt even work well to quickly identify items, Morrowind's inventory system was a horrible mess to find the items I wanted.

I agree with these points that have been raised. A good UI should be
-sortable
-searchable
-better categorised
-informative at a glance
-efficient (minimal "clicks" to get to any given section of the UI)

Icons achieve none of those things whilst adding
- massive workload
- probable confusion (how do i know pink is good against dragons? are you going to bundle a manual?)
- compatability issues with mods that add items

to the OP I know I sound really negative, sorry. I really like those mock-up interfaces they look very nice, I just disagree with the usability of icons. I found your other version with short text descriptions and vital stats in the list far better.

The inventory definitely needs some mechanical features added, such as the sorting and searching which is in the mockups perhaps even further categorisation.

Though I think equipped items should appear completely separated from the other list, rather than at the top of it(on the right of the item render / character render?) clicking (or moving the selection to the right with keys / stick would move the pointer to that list, where you can click to de-equip an item. This would mean moving to your currently equipped items is one key press away from any item in the list, and not X key presses. Where x is how many items you are down the list.
User avatar
MatthewJontully
 
Posts: 3517
Joined: Thu Mar 08, 2007 9:33 am

Post » Tue May 15, 2012 6:35 am

Sorry, that's just wrong.

Why would the icons all be identical? That defeats the purpose of them being icons in the first place. They need to be different in shape, colour and contrast at least, as well as being easy to see against their background.

Text is not the best way to find something. If you know the name, a search box is the best option, no matter how the items are displayed. If you don't know the name, tags + filters + icons are (you don't remember the name, but you can guess the function from the form, and might remember the look somewhat).

Similar to how using a calculator for basic math is slower than doing it in your head, searching is actually slower unless the list is really large - you need to select the search box and then type in the name to be searched for. Takes a few seconds. Instead, you could just select it directly, unless the list is too large. Making the search field ready for typing immediately would be a terrible idea, as it would mean you can't use the keyboard to navigate the menu, which will slow everything down even further.

As for why the icons would be identical - because a UI mod isn't going to be able to add new, unique icons for every item in the game plus all the ones added by mods. It'll have to use the model files for the icons, and there simply are not all that many unique models of amulet/ring/potion/etc.

Now yes, I'd be happy if there was the option for a search field and icon interface, but I won't use a UI mod unless it includes a list-based interface.

EDIT: And, as Scorpius mentions, we already have an example of an icon-based interface - Morrowind's. It took forever to find the correct potion or amulet in it. Not cool.
User avatar
Guinevere Wood
 
Posts: 3368
Joined: Mon Dec 04, 2006 3:06 pm

Post » Tue May 15, 2012 8:46 am

Usability, comfort, and efficiency are subjective. The current UI is already usable, comfortable, and efficient - it's just completely different from your average RPG's UI, making it less familiar and thus feel less comfortable, usable, and efficient. You can argue about "oh, but adding x and y and removing z will make things so much better!" all day, but there's usually little more than "it works that way in every other good RPG interface!" behind the reasoning.

Mind you, don't take this as me saying usability, comfort, and efficiency are useless things to be thrown out and disregard my post. I'm just saying that most - if not all - of the changes seem to be of the sort to make Skyrim's UI more like every other RPG UI, and are all hailed as better afterwards. However, it seems poor not to consider the time it takes to, say, look from one section of a list to the other, or the problems with organising things in an "equipment always on top" way.
You don't have to use any UI mods. We're not going to come to your house and force you to change from the vanilla UI at the point of an elven dagger. :blink:

It's OK to not like the goal of the thread, but it would be much more considerate to just leave us to it and not derail, thanks. :)
User avatar
Teghan Harris
 
Posts: 3370
Joined: Mon Mar 05, 2007 1:31 pm

Post » Tue May 15, 2012 1:37 pm

You literally cannot make enough icons that are discernible enough to symbolise the myriad effects that an amulet could have, and thats assuming the amulet only has ONE effect.

No, I just need enough for a single player's expected inventory contents - no point distinguishing between two different fire resistance amulets by much if all they differ in is the name. If two still share the same icon by accident, no problem - that's just two you have to hover the mouse over or move the cursor to to check, not a dozen or more. And you can always allow players to customise the appearance of the icons.

Similar to how using a calculator for basic math is slower than doing it in your head, searching is actually slower unless the list is really large - you need to select the search box and then type in the name to be searched for. Takes a few seconds. Instead, you could just select it directly, unless the list is too large. Making the search field ready for typing immediately would be a terrible idea, as it would mean you can't use the keyboard to navigate the menu, which will slow everything down even further.

You're getting it the wrong way around. Search box (Which you don't need to select, that would be stupid. Just start typing, and it'll search. Use arrow keys, and it'll navigate. Both aren't mutually exclusive.) is the computerised alternative - that's the "calculator" in your comparison.
User avatar
Melanie
 
Posts: 3448
Joined: Tue Dec 26, 2006 4:54 pm

Post » Tue May 15, 2012 1:03 pm

No, I just need enough for a single player's expected inventory contents - no point distinguishing between two different fire resistance amulets by much if all they differ in is the name.
I'll say it again there are http://www.uesp.net/wiki/Skyrim:Magical_Effects to make meaningful variations for.
User avatar
Amy Cooper
 
Posts: 3400
Joined: Thu Feb 01, 2007 2:38 am

Post » Tue May 15, 2012 3:25 pm

No need to be political. 5-year olds with crayons could design a better UI than Bethesda did with Skyrim, and we all know it.

Pretty much. It's one of very few things I'm not impressed with. It's not terrible but it's dumbed down to Hell...
User avatar
jessica robson
 
Posts: 3436
Joined: Mon Oct 09, 2006 11:54 am

Post » Tue May 15, 2012 7:31 am

Awesome concept man, hope it will become reality one day. I love the grid version!
User avatar
Louise
 
Posts: 3407
Joined: Wed Nov 01, 2006 1:06 pm

Post » Tue May 15, 2012 6:29 am

No need to be political. 5-year olds with crayons could design a better UI than Bethesda did with Skyrim, and we all know it.
No, we don't all know, what you stated is an opinion, and insulting.

My opinion is It is a fine interface if you navigate it via arrow keys / sticks. it has some shortcomings like I mentioned before, such as better sorting, and detailed information not being visible in the list but the separation of categories is good.

The difference is I stated my opinion without making insulting generalisations.
User avatar
Lexy Dick
 
Posts: 3459
Joined: Mon Feb 12, 2007 12:15 pm

PreviousNext

Return to V - Skyrim