UPlasma development - Play Plasma from the Unity engine

General debates and discussion about the Guild of Writers and Age creation

Re: UPlasma development - Play Plasma from the Unity engine

Postby sarpedon2 » Sat Oct 06, 2018 3:19 am

Deledrius wrote:
Korovev wrote:Take the Pod Ages: when they came out, it must have been a fantastic experience, trying to figure out how it worked.

Nope, the Pods were a joke then too. We had players who were certain that there was more there to see and do, but in the end they were (unfortunately) wrong. The primary experience was not the portals; you're looking at that through hindsight knowing it's the only purpose they still serve. At the time we were actively lied to about the content in those pods. The timing puzzle itself is definitely an interesting concept, but in a vacuum it's pretty meaningless and not worth much of anything.


What was the content that we were 'actively lied to about', if you can remember? I only remember seeing videos and images of Negilahn from the original Uru Live trailer that came with the ABM disc. I just assumed the pods were places were you could sit and observe the animals, or at least that was their original concept.
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Re: UPlasma development - Play Plasma from the Unity engine

Postby Yali » Wed Oct 24, 2018 3:35 pm

A quick note about the interface and character menu:

Here's the character screen I created for the Ages project which was an Uru reboot of sorts:

Character Screen

I think something like this could work for this project, not exactly the same per se, but I tried to really capture the spirit of Myst/D'ni in its aesthetic elements.
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Re: UPlasma development - Play Plasma from the Unity engine

Postby Sirius » Thu Oct 25, 2018 12:25 am

This is really good. I'm aiming for something a bit more crude since graphically Uru is quite old, and too much fluff might look odd. But aside from that, the colors, sizes, layout and font are pretty much what I like.

Designing a good UI for Uru isn't simple though. Most in-game UIs need to not completely block the view (since the game isn't intended to be paused). And since Uru deals in the D'ni (both old school Writing and modern technology), the DRC and the Bahros, it's hard to find a style that's coherent with all of them. It doesn't help that I don't have a lot of skill with these things :)

But overall, UIs with dark colors and simple designs blend pretty well with any environment. I'm going to make it simple at first, should be enough for now. Still better than Uru's weird UIs.
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Re: UPlasma development - Play Plasma from the Unity engine

Postby Tweek » Thu Oct 25, 2018 11:17 am

I created some mockup designs for a new login/chracter select screen about 7 years ago. Quite a minimal layout, heavily inspired by WoW's character select screen.

https://www.guildofwriters.org/tweek/ur ... login-gui/

Those designs are kinda showing their age imo, I'd probably make them a bit more snazzy if I was to redesign them again.
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Re: UPlasma development - Play Plasma from the Unity engine

Postby Korovev » Fri Oct 26, 2018 3:03 am

The Open Cave shard uses a similar design for the avatar selection.
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Re: UPlasma development - Play Plasma from the Unity engine

Postby Sirius » Sat Oct 27, 2018 4:48 am

Tweek wrote:I created some mockup designs for a new login/chracter select screen about 7 years ago. Quite a minimal layout, heavily inspired by WoW's character select screen.

Yup, I heavily relied on those for the login GUI, and as general inspiration for some elements. The darker colors go well with pretty much any Uru location, and since it's minimal it's easier for me to recreate in Unity.
I tried various designs more or less inspired by this one, but haven't settled on anything yet. Plus there is still the underlying code I need to work on (for handling avatars and such).

My other source of inspiration is Skyrim's interface. It's not perfect, but I like a few things about it: simple yet elegant, can be used without a mouse, allows seeing what's going on behind it (useful since Uru isn't meant to be paused)...
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