Interface design question Button setup

LumpAppsLumpApps Member Posts: 2,881
edited May 2012 in Working with GS (Mac)
Hi there,
I am working on a game and have a hard time designing a small part of the interface. Perhaps you guys have a refreshing idea!

I have a menu where players can either
1. choose out of a set of actors,
or
2. let the game decide and choose a preprogrammed set of actors,
which they can use to get through a level

I have a row of empty 'lockers' that the players can fill up (this part is working like I want) and once they are done a play button is highlighted. Next to the play button is a button that now says 'random' so players can let the game decide.

The problem is I don't like the button setup I have now. It is not clear enough what users should do in my opinion. I doubt players understand that they can choose between there own setup or the 'random' setup.

What do you think? Would the current setup make sence? Can you think of a better way?

Thanks in advance!

Ludwig

Best Answer

  • MotherHooseMotherHoose Posts: 2,456
    Accepted Answer
    perhaps if you 1st had an overlay … semi-transparent … with the two buttons
    What Actors will you play with?
    --Let me pick!
    --I'll use yours!
    after selection then fadeOut and move offScene

    to show lockers display vivd and active … either empty or default actors
    with Play or PickAgain buttons
    ===

    think giving the player actorChoices really is wonderful and a very positive interaction!
    great idea! Ludwig!

    image MH

Answers

  • LumpAppsLumpApps Member Posts: 2,881
    Bump for The boys and girls overseas. ;)
  • tatiangtatiang Member, Sous Chef, PRO, Senior Sous-Chef Posts: 11,949
    Can you give us a screenshot? It's easier to suggest something different if we can see your current setup.
  • LumpAppsLumpApps Member Posts: 2,881
    @motherhoose
    Thanks for your suggestions. What I forgot to mention is that I don't want to much text and rather go with symbols. I thought about using dice for the random option. I think that would
    Make sence but what symbol could I use for the "players choice" option? The semi transparent idea is very helpfull.
    Thanks for the positive reaction on the actor choice. I think it is done before (?) it is an addition to options you can ad to the actors. For example a sword (my theme is still a secret). This sword would then belong to a specific actor which makes the variety of strength in actors almost endless.

    @tatiang
    I know but I don't want to give screenshots yet because there are to much lurkers here who steal stuff.
    It's a pretty unique game and I will gradually show more of it but not just yet.
    Thanks anyways.
  • MotherHooseMotherHoose Member Posts: 2,456
    a pick for pick your own?
    roll dice for default set?

    as long as player can alter their initial choice … they will get the hang of it!

    image MH
  • tatiangtatiang Member, Sous Chef, PRO, Senior Sous-Chef Posts: 11,949
    @LudwigHeijden I totally understand. Looks like MotherHoose has some good ideas, anyway. I think you can get away with using symbols if you either have a tutorial or explain them in a help screen. Once a player understands them the first time, it shouldn't detract from the game to have symbols in place of text.
  • LumpAppsLumpApps Member Posts: 2,881
    @motherhoose A pick, like an icepick? Haha that is funny.

    @tatiang I don't like tutorials and try to be self explaining because I'd like non-English speakers to understand. But I guess there is no way around a tutorial in this one indeed. Thanks!
Sign In or Register to comment.