1. Post #41

    May 2014
    28 Posts
    Any of you know where i can find some of the game icons in good resolution ? so I can make some more accurate mock-ups?
    A few days ago I found a site where there was lot of icons and player suggested items, but I can't find it anymore.

  2. Post #42
    Gold Member
    Sievers808's Avatar
    December 2013
    2,322 Posts
    I definitely like the drag and drop. Looting bodies in a panic is the best example of why drag and drop is necessary.
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  3. Post #43
    RBMK1000's Avatar
    March 2014
    68 Posts
    A few days ago I found a site where there was lot of icons and player suggested items, but I can't find it anymore.
    http://admin.playrust.com/item/list/approved/all/
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  4. Post #44

    May 2014
    28 Posts
    Thanks for the link !
    Lol right ya thats exactly why I hate drag and drop, but I admit it's part of the gameplay.

    Actually the latest UI could very work with drag and drop, When you drag your item to another "panel" it unblur and turn itself flat. then both "active" panels remains flat- Fixed lol !

  5. Post #45
    RBMK1000's Avatar
    March 2014
    68 Posts
    When you drag your item to another "panel" it unblur and turn itself flat. then both "active" panels remains flat- Fixed lol !
    Hm. Could work, but I'd need to see that in action and play around with it to make a final judgement. I'm still skeptic about UIs that incorporate (too many?) moving parts.
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  6. Post #46
    Gold Member

    August 2013
    919 Posts
    Any of you know where i can find some of the game icons in good resolution ? so I can make some more accurate mock-ups?
    A few days ago I found a site where there was lot of icons and player suggested items, but I can't find it anymore.
    I think you should really polish your design I have a few friendly suggestions.

    1. Combine Backpack Inventory and clothing inventory. Make it one box which will make it cleaner and perhaps just a label which section is clothing (pockets) or your backpack. Also, the "hands" section seems unnecessary, I know it's a feature in DayZ but I don't see it coming into Rust.
    2.No words or numbers, use just symbols or bars if you can, it will make it cleaner and more natural plus it will make it easier for players who don't speak english. So when it comes to the inventory you could have the silhouette of a backpack and a silhouette of a shirt to show the different sections.

    I hope you consider it when improving on your already great design! Oh and by the way I love how you cycle through the different sections, how the background is blurred when going through the menus, and I love the transparency of it. Great job! Please consider my suggestions.
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  7. Post #47

    May 2014
    28 Posts
    Thanks for the feedback,
    I've never played Day-Z actually, but i like how L-R hands were managed in Skyrim,
    and that it would be cool to wield a hatchet and a torch at the same time for example.
    But maybe displaying the slots are not neccesary and just an icon with (L) or ( R) on the equiped item would be enough,
    and (LR) if it's a weapon/tool that need both hands. Also yeah about text, i'll make some icons to replace them, i was just lazy xD for that at this time.
    Here's an updated mock-up but not with the latest suggestions, but another one is already in the work reflecting them =)

    Added :

    - item icons !
    - icons for damaged items
    - navigation for crafting receipes
    - workbench boost
    - removed title section for tooltip (top right corner)





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  8. Post #48
    Gold Member

    August 2013
    919 Posts
    Keep working on this :) I am very impressed with your work! keep to this design, clean it up though, the less text the better, smooth it out! There is a lot of beauty in simplicity. Thats what caught my eye at first, embrace it! Great job

    P.S. Be sure to keep the 3D menu thing you had going, it prevented the screen clutter
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  9. Post #49
    Huffing Jenkem Like There's No Tomorrow :^)
    jonnymad's Avatar
    January 2012
    5,762 Posts
    Thanks for the feedback,
    I've never played Day-Z actually, but i like how L-R hands were managed in Skyrim,
    and that it would be cool to wield a hatchet and a torch at the same time for example.
    But maybe displaying the slots are not neccesary and just an icon with (L) or ( R) on the equiped item would be enough,
    and (LR) if it's a weapon/tool that need both hands. Also yeah about text, i'll make some icons to replace them, i was just lazy xD for that at this time.
    Here's an updated mock-up but not with the latest suggestions, but another one is already in the work reflecting them =)

    Added :

    - item icons !
    - icons for damaged items
    - navigation for crafting receipes
    - workbench boost
    - removed title section for tooltip (top right corner)





    Haven't checked in here in a while, but I am mighty impressed, this looks really cool. Just turn up the transparency a bit along with the items, possibly. Looks excellent though.
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  10. Post #50

    May 2014
    28 Posts
    Thanks, glad you like it =)
    turning up ? Do you mean, having more or less transparency ?

    Here's some progress,

    Added :
    - Equipement stats icons and gauges : Cold resistance / Perforation resistance / Heat,Deshydratation resistance / Radiations resistance / Buyoancy,Swiming efficiency

    - Removed L/R panel, replaced with icons (L),(R).

    - Shrinked the menu so it could work on non-wide screens ratios.

    - Only 2 active unfolded panels at a time : either Equipement+Inventory or Inventory+Crafting, swith to one to another by mouse-hover the un-active panel.

    - Moved the equipement slots to the same side, closer to the bag for a shorter/faster drag and drop "travel".

    - Moaar pockeeets.


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  11. Post #51
    Pyroknight's Avatar
    February 2014
    608 Posts
    Symbols should probably display text if moused over just in case someone doesn't get what it means
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  12. Post #52
    Huffing Jenkem Like There's No Tomorrow :^)
    jonnymad's Avatar
    January 2012
    5,762 Posts
    Thanks, glad you like it =)
    turning up ? Do you mean, having more or less transparency ?

    Here's some progress,

    Added :
    - Equipement stats icons and gauges : Cold resistance / Perforation resistance / Heat,Deshydratation resistance / Radiations resistance / Buyoancy,Swiming efficiency

    - Removed L/R panel, replaced with icons (L),(R).

    - Shrinked the menu so it could work on non-wide screens ratios.

    - Only 2 active unfolded panels at a time : either Equipement+Inventory or Inventory+Crafting, swith to one to another by mouse-hover the un-active panel.

    - Moved the equipement slots to the same side, closer to the bag for a shorter/faster drag and drop "travel".

    - Moaar pockeeets.


    Looks really really cool, can't think of what more you could do with that sort of setup, other than making the shaping a little different (all the "backpack" slots are packed together in a backpack shape, or whatever, not super important but might look kinda cool.) Nice work, I'm looking forward to more stuff from you. Couldn't hurt to see if you could get on the facepunch team as a member of the art team, assuming they are still hiring.
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  13. Post #53

    May 2014
    28 Posts
    Thanks ! hehe being part of the Rust Art team would be amazing :P
    I think I'll try to embed it in some sort of tablet or something set "in-world" as the other HUD thread idea, just to see if it can fit and be more immersive maybe. Also i'll make some animations test so we could figure out usability issues.

    Edit : Oh, also since Unity3D is designed to manage iOS and Android very well, it could be amazing to have the entire UI on a separate device, a tablet or smartphone.

  14. Post #54
    Teleskop's Avatar
    June 2013
    294 Posts
    Here's a new one, this time it's not the HUD it's the inventory menu :

    Looks like WarZ HUD
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  15. Post #55

    May 2014
    28 Posts
    Here's some updates, i tried to make it as compact and minimal as possible, but still having all essentials informations at sight.



    + explanations :

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  16. Post #56
    Huffing Jenkem Like There's No Tomorrow :^)
    jonnymad's Avatar
    January 2012
    5,762 Posts
    Here's some updates, i tried to make it as compact and minimal as possible, but still having all essentials informations at sight.



    + explanations :

    I like the idea of current status, though I feel it should be a variety of possible messages depending on status, for variety's sake. Seems really cool though, it's like a really quick synopsis of your character in the form of an internal monologue.

  17. Post #57
    Gold Member

    August 2013
    919 Posts
    Here's some updates, i tried to make it as compact and minimal as possible, but still having all essentials informations at sight.



    + explanations :

    Love it! Just miss the 3D old version :( where you could only view a panel at a time

  18. Post #58

    May 2014
    28 Posts
    ^^ Thanks, hmm, here's one with a little 3D effect, not very "useful" yet :



    I'll try to fit back a 2 panel navigation to have an even less-intrusive menu on the next one,
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  19. Post #59

    November 2013
    19 Posts
    Wow these look amazing, Makes me want to re-install photoshop

  20. Post #60

    May 2014
    28 Posts
    Go go ! ^^
    Or try Illustrator, it's a lot easier/faster for UI design =)

  21. Post #61
    MelGibson's Avatar
    December 2013
    154 Posts
    ^^ Thanks, hmm, here's one with a little 3D effect, not very "useful" yet :



    I'll try to fit back a 2 panel navigation to have an even less-intrusive menu on the next one,
    This one looks amazing to me. Just a few little tid bits and suggestions (to assist you).

    - Equipment, Feet are the correct spelling. (Grammar Nazi, sucks to be one)
    - The current status could implement maybe current life stats rather than the facebook update?
    - As far as pockets go, I would just implement the 3-6 for the time being, not many naked running around in cargo pants (which could be a future pants for more pocket room).
    - Health should always be the first priority. I could care less how my body temperature is if I am bleeding extensively.
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  22. Post #62

    May 2014
    28 Posts
    Thanks for the feedback,
    here's a little update :

    - More meaningful icons designs representing player status (no gear stats any more, working on re-implementing that)
    - Little icon representing if the value is increasing or decreasing.
    - Pockets slots styling : Occupied pocket, empty pocket, unavailable pocket (need better equipement to unlock)
    - Text status highlight only one thing, the one the player should try to fix asap.


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  23. Post #63
    MelGibson's Avatar
    December 2013
    154 Posts
    Thanks for the feedback,
    here's a little update :

    - More meaningful icons designs representing player status (no gear stats any more, working on re-implementing that)
    - Little icon representing if the value is increasing or decreasing.
    - Pockets slots styling : Occupied pocket, empty pocket, unavailable pocket (need better equipement to unlock)
    - Text status highlight only one thing, the one the player should try to fix asap.


    I like that health icon much better. Still a few other ideas I get during my 9 hours of being sober...

    - Equipment still needs a spell correction.
    - The cold icon could be a thermometer. Changing this could implement a hot status with the amount of equipment being worn that would increase the thirst.
    - Even the boxes to be similar size next to one another, it may give it a more clean appearance

    Other than that, you are on to exactly what I see a possible future implementation into the game.
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  24. Post #64
    kulan's Avatar
    February 2014
    775 Posts
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  25. Post #65
    Dennab
    December 2013
    1,345 Posts
    The motherfucking watermarks pisses me off


    I was thinking more of this :

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  26. Post #66
    Dennab
    March 2014
    2,555 Posts
    is that armor from something else or did you make it? Looks awesome. So does the hud.
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  27. Post #67
    Dennab
    December 2013
    1,345 Posts
    Not feeling like making a thread but i updated it a bit : Basically the backpack shit opens when the character looks in his inventory and fills up with random stuff (in that picture, items, but i think it should be loot bags thing when you drop an item)
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  28. Post #68
    Dennab
    March 2014
    2,555 Posts
    Not feeling like making a thread but i updated it a bit : Basically the backpack shit opens when the character looks in his inventory and fills up with random stuff (in that picture, items, but i think it should be loot bags thing when you drop an item)
    I like the idea of having a bag opening animation for inventory hud. You look down and maybe the inventory menu like comes out of it as a single line the same color as the hud background, and then, "unrolls," to reveal the full menu.

  29. Post #69
    Huffing Jenkem Like There's No Tomorrow :^)
    jonnymad's Avatar
    January 2012
    5,762 Posts
    Not feeling like making a thread but i updated it a bit : Basically the backpack shit opens when the character looks in his inventory and fills up with random stuff (in that picture, items, but i think it should be loot bags thing when you drop an item)
    This is what I had in mind, though it should be executed a little better. Not a bad start though.

  30. Post #70

    March 2014
    6 Posts
    The motherfucking watermarks pisses me off


    I was thinking more of this :

    And what's wrong with that? he's like nothing broke, have the author's name

  31. Post #71

    May 2014
    28 Posts
    Hey there, sorry i was a bit busy these days,
    cool to be featured on this site i suppose? lol I can't read anything there xD
    The armor was designed by god artist Olivier Masson (I feel bad, should have credited this before!)

    By the way here's some updates :

    Status icons + gauge :
    - if the gauge is red that's mean it's decreasing
    - if black it's increasing or steady.

    Equipment (corrected lol) , and added stats icons :
    - Perforation resistance
    - Cold temperature resistance
    - Heat and sun protection
    - Versatility
    - Buoyancy



    I love the back-pack animation idea it could also help at giving visual context to other players, that you are accessing your inventory rather than standing still, idleing.

  32. Post #72
    Gold Member

    August 2013
    919 Posts
    Hey there, sorry i was a bit busy these days,
    cool to be featured on this site i suppose? lol I can't read anything there xD
    The armor was designed by god artist Olivier Masson (I feel bad, should have credited this before!)

    By the way here's some updates :

    Status icons + gauge :
    - if the gauge is red that's mean it's decreasing
    - if black it's increasing or steady.

    Equipment (corrected lol) , and added stats icons :
    - Perforation resistance
    - Cold temperature resistance
    - Heat and sun protection
    - Versatility
    - Buoyancy



    I love the back-pack animation idea it could also help at giving visual context to other players, that you are accessing your inventory rather than standing still, idleing.
    The only thing I could complain about is the red