Still it is very much a carousel, you ride through each screen to the next one. * The thing to notice here, is that the carousel is not your typical web page carousel, where items would change automatically after few seconds, but users can stay in each carousel item as long as they want. In fortnite's carousel, each top level carousel item is a full screen view, each item completely different from the others. It might be worth considering fortnite as inspiration (the upper part with "play", "battle pass", "compete", etc: ). Fortnite has a pretty clever flat menu system, where different types of menus are all at the same level as part of a carousel (with some menus even having their own internal carousels). Instead both the engine menu and the game menu could be on the same flat level. Fortnite style flat menu hierarchy Perhaps there doesn't need to be vertical hierarchy between different menus. This would be an easy thing to implement.Ĥc. There's probably lots of examples in other game main menus for this kind of situation. Perhaps just a ">" before game name would be enough to indicate that the game menu is not the top level menu. Minimal indicator for second level menu Alternatively, if engine level column wouldn't be visible, it might be worth it, in some other way to imply, that game menu is a second level menu. This gets soon pretty complex, and it will break the clean looks of "game main menu".Ĥb. Multiple columns One way to do it, would be to move the menu from "game main menu" image, into a second column, perhaps a bit similar to what skyrim does (example of two column menu, don't look at actual graphics: *NuVo-bRWBVUGL7WG.jpg), and always keep the first level column (with engine level stuff that is available before you pick a game) visible as well. There are couple of ways to approach this:Ĥa. The visual style of the game menu implies it would be a top level menu, even though it is not. Possibly consider showing engine menu only on first run, and on any subsequent, expect that the user wants to play the game they have wanted to play on a previous time, and show that games main menu straight on load.Ĥ. The engine deserves its own menu, without additional clutter. To give these two menus different look, you could do something like center the engine menu horizontally. In current design, engine menu is hidden in the "choose game screen" as the bottom buttons under "select game". Make the engine menu, as pretty as "game main menu". This is repetition, but on the other hand, it gives reassurance for the user that the engine itself is a quality product, even if a specific game wouldn't be.ģ. If that art is really bad, user might not know what game they are playing. Now it is only visible in the game provided art. declare game name somewhere on the left side menu in "game main menu". consider keeping the left side menu from "game main menu" image always visible (you can blur it, when modals are open, if you don't want it to take attention away from modals)Ģ. Some feedback for the design in the thread starter:ġ. I haven't used are.na, but it looks good for this kind of design study / prior art collection phase for ux design, although the free plan seems really limited. I'd probably use something like are.na or pinterest for putting together the inspirational art from other games (some ui channels at ). (IMHO, the current design looks good, this is not a criticism.) Only afterwards start putting things together. Then create a list of best practices done in these, with images, and make it public. Just to throw ideas around, I would recommend looking for prior art in other games (and any other media products that might have similar use cases to minetest's main menu). Shown on first load, and also when "change game" is selected.ĭefault game main menu page. The aim of the engine bottom bar is to make context more obvious, there may be better ways to do that I don't like how this splits the game vs the engine menu bars so much, as is necessary to retain relevant context about where you are. * Showing correct content for a game in ContentDB * Graphic design - my design still looks ugly Thoughts still need to be made on the following areas: * I think Wuzzy's idea of having an engine bottom-bar on all screens is a good idea in order to show context. This will be clearly marked using the sections shown in appgurueu's server list PR * Other games won't filter, but will show servers running that game at the top of the list, below favourites. The reason for this is that as the default, there are likely to be a lot of servers that report MTG as the game despite using a custom one. * Minetest Game should not have any filtering whatsoever. Instead, I think the following should be done: * I have removed context-sensitive server list filtering and such. * I have removed the classic mainmenu screen in favour of the side tabs. Code: Select all OK: I have amended my design.
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