dude, the names in the building tooltips lol i love it for those wondering, the women are named after Lady Gaga and the men after the names in Alejandro, Lady Gaga's song
"simply scroll down" God, please, no. Fuck. Put them all on a single screen. It's a game, if I'm on that screen, I'm looking to compare and plan for how different policy options interact. The Development serves a similar function, ticks the colourful box well enough, and manages to fit way more options with similar screen realestate. You're making me look at my options for two lines, memorize then, go back down to see what my other options are, compare and update, then scroll back up to review my initial options to review them, repeat. And chances are, the rest of the game is already on my mind since I need to consider the current and future state of the region as I decide on its policies. Way too much mental bandwith is asked for given what the screen is. Good vibes otherwise.
Good point, and it's a pretty interesting conversation to have (for the nerd in me lol) Showing every policy at once is definitely better UX, but these things are all balancing acts. When you have a screen like that one, that players will look at once every X hours, you can focus less on UX and go harder on presentation. I agree that scrolling isn't great UX, but if you're rarely doing it, you won't be impacted by it. I don't really know how Slavic Magic's gonna implement policies in the end, but it seems to me that the tiers will unlock gradually. Which would mean even less scrolling than if you were given all policy options from the start. But I could be wrong, of course. The zoom level and layout are things that can be easily tweaked. Heck, the game could have a default zoom level (like with the development screen), and still allow you to zoom out if you want. I'm never against giving players options, though I feel you should think about populating the dead zones on the screen with something interesting if you allow something like that. Great observation though. I love talking about this crap and getting your opinion. Thank you for commenting!
I was thinking of making them bigger to fill the space from top to bottom, and then extending the cards horizonatlly to have them bigger, but also to use some of the dead space on the sides without needing to scroll.
Of course, the game is still in early stage but these are all great ideas. I hope Slavic Magic makes these changes or works with you to implement your style (I like your/ai style) or if none happens please release a mod. Manor Lords is great already, can't wait to play it as final release or with added mods.
This isn't a mod, it's a redesign using photoshop. Modding this into ML is probably impossible, after looking at the files for a minute. The changes would have to come from Slavic Magic themselves. Creating mods isn't the purpose of the channel. I've modded games for 20 years. Modding is a giant time commitment, and I just don't have the time. The goal here is to talk about game design and actually show the changes I believe devs should implement. The most I can do is be available for modders or devs who want to talk to me, and give them the art I create.
Damn, those subscribers, comments, likes and views numbers are unnaturally unbalanced. Thank you for the disclaimers and the respectful commentary. Your knowledge is valuable. Also, of course, your improvements are better than it was before, more or less.
Amazing, I tried to throw out suggestions like this when the game dropped but yeah early access so I figured it'll get done later. However he's really only getting contractors instead of staff and the guy has the mind of a programmer so no I do not think he'll get it sorted without a video like this or an actual hiring of a UI guy. They've done an excellent job but they need to hire perma staff (not go crazy and it takes time to build a team) as well as learn to work well with others as it's not a hobby now but an early access product people have fronted the money taking the risk for him to develop. That is crazy harsh sounding as the guy has done an excellent job and is still working on it and talking to the community but yeah he needs to adult himself up a bit and create the company he's put this game on the market for us to fund.
I dont think youre being harsh. This is valid, good criticism. Some devs don't want to hire and manage teams. They just want to dev. I'm not like that but I get it. you can get help with that just like you can get help with marketing via a publisher, but like you said, it needs to come from SlavicMagic. I actually had no real knowledge of how they're developing manor lords other than knowing it was solo for a long time so your comment is real interesting to me. Thanks for writing!
That policy screen could have been done organizing the policies column-wise. Like so, the player wouldn't have to scroll, everything would shown on the full screen and use the screen real-estate on the sides...
I kinda like the greyer washed out version of the UI... at the begging of the game. It fits better because it is just about survival. The darker theme gives that feeling of the need to make it through the first winter. I think the UI could develop into the more colorful version you have done once the game runs for a while. Reinforcing the contrast of the early game in which you have nothing to a more flourishing village with trade, farming and lots of stuff going on. Pretty much like you did for the development screen where the chosen path lightens up the image. Achieving certain milestones in your game would lead to more colorful vibrant UI elements. Transforming the whole experience, indeed, from "Dark Ages" to a "Medieval" theme. What do you think?
Good ideas - though the arrows in the tech view on sides of the town name aren't that clear, perhaps I'd use some more indication that they are clickable arrows .. Lovin' the illumination part of the tech tree, really great idea .. I'd really love to see your take on a bit more complex UI, for example like Stellaris or any Total War title :)
I think the development should be on a single screen, but I do love the colors and lighting. The policies could be done a little different, and I think the scroll could also be indicated with a disappearing scrollbar in a medieval bronze-ish appearance - but overall still an improvement. Other than that, I really like most of the updates and hope to see similar changes added to the game!
Love especially the cards. Awesome. Hate the measuring. Why, because it would incentivise people making more straight lines, which is not medieval and ugly. And what might be improved upon is army units being more distinctive from enemy or even robbers units. And also, are ambushes with troops hiding in the forest even possible? It should be.
Players can use buildings like the corpse pit already as guides for making straight lines. A simple planning tool wouldn't change that. It's a QoL feature. And optional. You don't have have to use it if you don't want to in your city, but its always good to give players options. I dont know about the ambushing. City builders dont tend to have that much depth when it comes to combat. That said, i dont think ambushing like in total war games would be difficult to code in. Thank you for watching and commenting!
On 11:30 you show the burgage window and further from there 1. I like the idea of getting peoples real icon instead of a placeolder, or if this is too complicated, a nicer medieval looking portrait 2. but I am not sure if the display of the house and too light background is a little bit too much, as you moved the expansion menu to the right, I don't find this helpful.the house should be much smaler, not so present, I open the burgage window to use the functions, I see the building already 3. I don't like that you take away the circle for demolish and X, because the "circle buttons" are meant as button with a function, so it should be equally used everywhere, with this people know immediately that this has a function and mostly also a hover tooltip. But I agree the circles should have one 1 border :) 4. The building menu buttons at the bottom, yes medieval is colourful, but this could be a little bit too colorful? Because this menu IS ALWAYS VISIBLE while playing, so I like the icons to have some colour and maybe the circle border, but not the background of them, because it looks too distracting 5. I agree with your top navi idea, it's great 6. for building menu production icons - again the light brown/yellow is really too light, I would prefer a grey/brown background, but indeed more colourful picture of the building. Normally, only the icon below that is important to me :) Don't put too much color into it "everywhere", so it doesn't look too cartoonish, because this is not the ML style. I never had the feeling the UI is too dark and I played it nearly 400 hours :) And I forgot: You are absolutely right that we need measurement numbers shown, and also on other parts where the size is important to know about.
Had to reply on my pc cause I needed to copy and paste that into google lol Those look amazing. I just think they're very focused on the person doing the activity inside a building, so there's a risk of having building cards looking too similar in the end because they're all showing a person, instead of the building or something representative of the building itself. I think they would be perfection if they didn't come with the person doing the job. The art style itself is perfect, though I'd add some contrast to make it pop some more, as they're a bit washed out.. probably from being old. Super colorful and cool though, just like you'd imagine medieval art. Awesome suggestion.
I’ve talked about the songs you guys use in the last video. So how about that transaction at 12:35. I appreciate when people pay attention to music in there videos. Nice
I love this game. First time on your channel. Really good video - do you think they could add more buildings. What would you do to make gameplay experience better? Any thoughts?
Thank you for watching! That's a tough question to answer. I just don't know enough about medieval history, and I know how important accuracy is for this game. All I can say is, I would consult with my historical advisor (which I'm assuming Slavic has, since he def has the budget now) and add as much as I can. The one thing I can think of that I know is historical is paved roads (cobblestone), in certain important city locations. I would love to see this as I think it would bring a little life into big manor lords towns. Make them expensive so it's not everywhere. Once the game is released, you can then open it up more to modding (though this is not easy), and that would allow the community to go outside of historical constraints.
As someone studying UI / UX Design, I think you have to be bothered by these insignificant things to be interested in them. Edit: by Insignificant, I meant most people don’t care if the symbols are slightly off center or that there are different Icons being used. They‘re definitely not insignificant to make a Design feel polished and consistent but ask people if they‘re bothered by something in the UI and next to no one will say „the double borders on that particular symbol“. But people will feel it. Its like the difference between a AAA Game where the UI envelopes you and lets you immerse in the Game world and an Indie UI where you still see the text boxes and it feels like a UI from the real world with some added artworks.
Seems logical 🤣 I can't say im bothered by this stuff that often. I'm pretty good at turning my brain off and just enjoying the game. The UIs I can think of that really bothered me were Veilguard, vanilla Skyrim (the screens, not the hud) and Fallout 3/NV/4 (putting every screen inside that tiny pip boy). It's also not lost on me that once I point some of these things out, some people might never unsee them 😅
@ I have a hard time with that always over analyzing designs when I dislike the usability. Also when I see friends and family struggling with a UI I like to find out why that is, needless to say that they don’t like this all of the time…
And I am pro graphic designer/photographer with over 15 years of experience and these are great ideas. seriously? the incosistent layout, fonts, color and design. you still do not see this? Yes, the game is still in early release but this and many other things need to be fixed/replaced... who are your instructors? I think I need to have a chat with them LOL
@@user-jx3nn4xg6d I don’t see where you’re coming from, what I said was that you need an eye for the details to Design a good UI. I think the game has a good overall concept but its UI still needs a lot of work. I think most people won’t notice most of the stuff and just feel that the UI doesn’t feel polished or too Generic. Anyways I‘m not writing in my native language so I probably haven’t conveyed what I meant correctly and I‘m studying a field that is part Design and part Informatics. So I‘m no full blooded Designer.
One thing that would be awesome, is to have a panel whith all the families and what they are doing currently, so you can see directly within it which family is more likely to do certain tasks. For now that's the biggest downside of the game, as it removes all the efficiency you are trying to create by building housing in a specific spot.
I think the only challenge with something like that is the sheer quantity of families when cities become huge. Especially if you are coding the game to generate portraits. Say you have a panel with 6 portraits.. that'll load in half a second. If you have a panel with 400 portraits, it could take many seconds to load, leading to terrible UX. You can see this happen in Sims 4, when you open the relationships panel on a Sim you've been playing for many hours. You don't need to show portraits in a panel like this obviously, but the same kind of processing lag can happen depending on the data you do wanna show. Portraits are just what came to mind. I'm just rambling cause I like to talk about this crap lol. but it's definitely a window that I think a city builder/colony manager should think about implementing. Anything that shows players more information about the people living in the city adds to the experience and makes you feel more invested.
I dont know your other videos, I just stumbled on your channel, but can you do more content like this? Give feedback to more games, more UI's etc, giving your reasoning? You have some good insight and ideas and I (and I am sure many others) would love to learn some of these perspectives and ideas. Also uh- dry your face. >_>
@@Loreworx i live in phoenix arizona brother anyways that aside seriously you have a fun energy and some good insight. stay chill and friendly and im positive you can land a good following
Damn, I would like to see what you'd do with an abomination of UI that is Stellaris from Paradox Interactive! It's always such a struggle in Grand Strategy/4X types of games.
Very different skill 🤣 I wouldn't have the confidence lol Also, joxtopposed (sp?) does apps and stuff really really well here on yt. She's what inspired this series, but for gaming
I only saw the first 6:40 minutes about the new icons for policies. They are beautiful, why not keeping AI generated ones? And the idea to make the dev tree not so dark and the highlighting is great. I would still find it better to not having to scroll so much. And the level number should stay a the left. It is visually not easy noticeable for everyone, the small border colour difference. Will see the rest later today 😊 But what we really need are useful managing windows. easy to reach. because without it's not widely player friendly.
While i have no problem "consuming" AI art, I personally really enjoy working with artists so I wouldnt use it in any of my studio's games. Especially if I have the budget. I know ML has the budget so I'm assuming they think the same way. But it's an assumption that may be incorrect. In any case, as a player, i wouldnt mind it if they used ai art. As long as it's historically accurate, but i understand there are people who would
Please please do CK3. It's a medieval set game but it's UI is just terrible for immersion. It looks like an excel, not medieval at all. Please do your best to make it look as medieval as possible. And if possible, release a mod for us players to enjoy it!!! Thanks
CK3 is one of my favorite games. Ive released several interface mods for it already: Clear Artifact Levels, Clear Portrait Borders, Interaction Icon Project etc But the purpose of these videos is to talk about game design and ui design and give developers (or modders) ideas. I dont intend to make mods out of these videos. Modding is a huge time commitment which varies greatly from game to game and it's simply time that i currently dont have to spare.
Overall great redesign, only couple of point I disagree with: 1. Putting ingame shots as a portait for a citizen doesn't feel right to me. The thing is too small to make out its features anyway. You'll have to make the window bigger or keep simpler icons for the citizens. 2. I think policy cards are unnecessarily large, I hate this in modern UI design not only in games but in mobile apps and web sites also. They make everything into a card or a cirlce and fucking scale that shit to like quarter of my screen! STOP! It's ridiculous!
Great points and thanks for commenting! 1) You're absolutely right. Ideally, (if I were making the game) every citizen would have their own little window, where you'd see more personalized info and a bigger portrait. Same window that would let you pin the citizen to get notified about events etc. That's what I had in mind, though I probably could have done a better job vocalizing that. That's why I'm not really bothered by the size of the portraits in that screen: because it wouldn't be the actual citizen screen, and instead would act as a link to that citizen. 2) I wasn't at all thinking about mobile games when redesigning this. The reason they're cards is because the original screen had cards. They could definitely be smaller, but its a balancing act between being large enough for you to see the art inside the cards, and seeing a lot more cards without perceiving what's inside them. These things are easily adjusted though, and you could always set that as the default zoom level, while letting players zoom out. I'm always for giving players options. If I did that though, I'd think of some way to use the dead space you're left with on the sides.
dude decided to "redesign" the Manor Lords UI and just removed `minimalis` from `medieval + minimalis = hard` formula =) copying Victoria 3 UI design ideas is not a good way to do it. Manor Lords, has problems with UX in its UI, but visual are good enough, they are informative and not drawing your atention to it too much
🤣 They teach you to write using cursive in Brazilian schools... Which i think is dumb. Cursive is not taught in US schools. If you know how to write in cursive, you taught yourself lol
And yes, handwriting. In the US, you learn how to write each letter. Kinda like a typewriter. In the end, you handwrite similarly to a computer using comic sans or something
yeaaa, how dare a small content creator not commission a dozen artworks or draw likely much poorer renditions of what they have in mind resulting in not getting the idea across well or using existing art which is really the only accessible option they could have done.
He literally said that he's not an illustrator and used AI just to visualize how the UI could be redesigned, the guy wanted to share knowledge and some ideas. Of course the development team would hire an actual graphic designer. Why don't you criticize giant companies using AI for actual movie posters or advertisements instead of a guy actually using it how it's supposed to be used - to give a rough indication as to how an element should look especially when you don't have the skill to do it yourself.
I think you missed the whole thing when he said “I’m not an illustrator and without this there would be no video, it’s just a place holder for the idea” kind of thing
dude, the names in the building tooltips lol i love it
for those wondering, the women are named after Lady Gaga and the men after the names in Alejandro, Lady Gaga's song
It always brightens my day when someone catches the easter egg 🤣
Please emphasize more on HUD elements instead of menu UI. HUD is the most difficult thing to get right especially medieval and fantasy HUDs
There are a couple of games in the horizon where Ill focus a bit more on trying to stylize the hud
If they dont implement this into the game pls make a mod which adds this.Respects sir!Outstanding work.
Glad you liked it! Heres hoping slavic sees it and gets some ideas from it. They are very good at listening to their community 👍
"simply scroll down"
God, please, no. Fuck. Put them all on a single screen.
It's a game, if I'm on that screen, I'm looking to compare and plan for how different policy options interact. The Development serves a similar function, ticks the colourful box well enough, and manages to fit way more options with similar screen realestate.
You're making me look at my options for two lines, memorize then, go back down to see what my other options are, compare and update, then scroll back up to review my initial options to review them, repeat. And chances are, the rest of the game is already on my mind since I need to consider the current and future state of the region as I decide on its policies. Way too much mental bandwith is asked for given what the screen is.
Good vibes otherwise.
Good point, and it's a pretty interesting conversation to have (for the nerd in me lol)
Showing every policy at once is definitely better UX, but these things are all balancing acts. When you have a screen like that one, that players will look at once every X hours, you can focus less on UX and go harder on presentation. I agree that scrolling isn't great UX, but if you're rarely doing it, you won't be impacted by it.
I don't really know how Slavic Magic's gonna implement policies in the end, but it seems to me that the tiers will unlock gradually. Which would mean even less scrolling than if you were given all policy options from the start. But I could be wrong, of course.
The zoom level and layout are things that can be easily tweaked. Heck, the game could have a default zoom level (like with the development screen), and still allow you to zoom out if you want. I'm never against giving players options, though I feel you should think about populating the dead zones on the screen with something interesting if you allow something like that.
Great observation though. I love talking about this crap and getting your opinion. Thank you for commenting!
How about making them bigger when you put your mouse point on them maintaning default size? It can embrace both strength perhaps.
I was thinking of making them bigger to fill the space from top to bottom, and then extending the cards horizonatlly to have them bigger, but also to use some of the dead space on the sides without needing to scroll.
Of course, the game is still in early stage but these are all great ideas. I hope Slavic Magic makes these changes or works with you to implement your style (I like your/ai style) or if none happens please release a mod. Manor Lords is great already, can't wait to play it as final release or with added mods.
All really makes sense to me. Way better than before. I need this.
Thank you for watching. Im glad you liked it! 😊
@@Loreworx Do you have any plan to share this UI?
This isn't a mod, it's a redesign using photoshop. Modding this into ML is probably impossible, after looking at the files for a minute. The changes would have to come from Slavic Magic themselves.
Creating mods isn't the purpose of the channel. I've modded games for 20 years. Modding is a giant time commitment, and I just don't have the time.
The goal here is to talk about game design and actually show the changes I believe devs should implement.
The most I can do is be available for modders or devs who want to talk to me, and give them the art I create.
The light emittance from unlocked tech was really nice, like someone illuminating a tapestry with a candle
Very cool
really enjoyed this. thanks man
Thank you for watching!
great idea
basically ostriv have better everything than manor lord . sadly there are no mods for ostriv
Wow never knew there was so much thought behind UI hah nice video mate!
Well, you have to have an obsession to notice these things, but yeah 🤣
Thank you for watching!
Oh my god YES! Please! Amazing :)
Damn, those subscribers, comments, likes and views numbers are unnaturally unbalanced. Thank you for the disclaimers and the respectful commentary. Your knowledge is valuable. Also, of course, your improvements are better than it was before, more or less.
Amazing, I tried to throw out suggestions like this when the game dropped but yeah early access so I figured it'll get done later. However he's really only getting contractors instead of staff and the guy has the mind of a programmer so no I do not think he'll get it sorted without a video like this or an actual hiring of a UI guy. They've done an excellent job but they need to hire perma staff (not go crazy and it takes time to build a team) as well as learn to work well with others as it's not a hobby now but an early access product people have fronted the money taking the risk for him to develop. That is crazy harsh sounding as the guy has done an excellent job and is still working on it and talking to the community but yeah he needs to adult himself up a bit and create the company he's put this game on the market for us to fund.
I dont think youre being harsh. This is valid, good criticism. Some devs don't want to hire and manage teams. They just want to dev. I'm not like that but I get it. you can get help with that just like you can get help with marketing via a publisher, but like you said, it needs to come from SlavicMagic.
I actually had no real knowledge of how they're developing manor lords other than knowing it was solo for a long time so your comment is real interesting to me. Thanks for writing!
That policy screen could have been done organizing the policies column-wise. Like so, the player wouldn't have to scroll, everything would shown on the full screen and use the screen real-estate on the sides...
That's a pretty good suggestions !
I seriously think SlavicMagic should do everything you said in this video!
I kinda like the greyer washed out version of the UI... at the begging of the game. It fits better because it is just about survival. The darker theme gives that feeling of the need to make it through the first winter.
I think the UI could develop into the more colorful version you have done once the game runs for a while. Reinforcing the contrast of the early game in which you have nothing to a more flourishing village with trade, farming and lots of stuff going on. Pretty much like you did for the development screen where the chosen path lightens up the image. Achieving certain milestones in your game would lead to more colorful vibrant UI elements. Transforming the whole experience, indeed, from "Dark Ages" to a "Medieval" theme.
What do you think?
Great improvements brings so much colour and warmth to it. I hate the fact we always look at medieval times as if they were dark grey periods.
Good job from France
Good ideas - though the arrows in the tech view on sides of the town name aren't that clear, perhaps I'd use some more indication that they are clickable arrows .. Lovin' the illumination part of the tech tree, really great idea .. I'd really love to see your take on a bit more complex UI, for example like Stellaris or any Total War title :)
I think the development should be on a single screen, but I do love the colors and lighting. The policies could be done a little different, and I think the scroll could also be indicated with a disappearing scrollbar in a medieval bronze-ish appearance - but overall still an improvement. Other than that, I really like most of the updates and hope to see similar changes added to the game!
Yeah, a disappearing scrollbar is also a great option! Thank you for watching and commenting
@@Loreworx You could organise them left to right in four columns. No more dead space and you get all of them in one screen.
I love the mideval artwork. It's so pleasant to look at, even if it is AI.
I like this video more than the other guys
Love especially the cards. Awesome. Hate the measuring. Why, because it would incentivise people making more straight lines, which is not medieval and ugly. And what might be improved upon is army units being more distinctive from enemy or even robbers units.
And also, are ambushes with troops hiding in the forest even possible? It should be.
Players can use buildings like the corpse pit already as guides for making straight lines. A simple planning tool wouldn't change that. It's a QoL feature. And optional. You don't have have to use it if you don't want to in your city, but its always good to give players options.
I dont know about the ambushing. City builders dont tend to have that much depth when it comes to combat. That said, i dont think ambushing like in total war games would be difficult to code in.
Thank you for watching and commenting!
This is impressive. PLZ make mod like this if you don't mind.
EPIC !!
On 11:30 you show the burgage window and further from there
1. I like the idea of getting peoples real icon instead of a placeolder, or if this is too complicated, a nicer medieval looking portrait
2. but I am not sure if the display of the house and too light background is a little bit too much, as you moved the expansion menu to the right, I don't find this helpful.the house should be much smaler, not so present, I open the burgage window to use the functions, I see the building already
3. I don't like that you take away the circle for demolish and X, because the "circle buttons" are meant as button with a function, so it should be equally used everywhere, with this people know immediately that this has a function and mostly also a hover tooltip. But I agree the circles should have one 1 border :)
4. The building menu buttons at the bottom, yes medieval is colourful, but this could be a little bit too colorful? Because this menu IS ALWAYS VISIBLE while playing, so
I like the icons to have some colour and maybe the circle border, but not the background of them, because it looks too distracting
5. I agree with your top navi idea, it's great
6. for building menu production icons - again the light brown/yellow is really too light, I would prefer a grey/brown background, but indeed more colourful picture of the building. Normally, only the icon below that is important to me :)
Don't put too much color into it "everywhere", so it doesn't look too cartoonish, because this is not the ML style. I never had the feeling the UI is too dark and I played it nearly 400 hours :)
And I forgot: You are absolutely right that we need measurement numbers shown, and also on other parts where the size is important to know about.
I think for the building icons something like the art from the "Hausbuch der Landauerschen Zwölfbrüderstiftung Band 1" would be pretty awsome.
Had to reply on my pc cause I needed to copy and paste that into google lol
Those look amazing. I just think they're very focused on the person doing the activity inside a building, so there's a risk of having building cards looking too similar in the end because they're all showing a person, instead of the building or something representative of the building itself. I think they would be perfection if they didn't come with the person doing the job. The art style itself is perfect, though I'd add some contrast to make it pop some more, as they're a bit washed out.. probably from being old. Super colorful and cool though, just like you'd imagine medieval art. Awesome suggestion.
I’ve talked about the songs you guys use in the last video. So how about that transaction at 12:35. I appreciate when people pay attention to music in there videos. Nice
Now he's really gonna ask for a raise 🤣
I love this game. First time on your channel.
Really good video - do you think they could add more buildings. What would you do to make gameplay experience better? Any thoughts?
Thank you for watching!
That's a tough question to answer. I just don't know enough about medieval history, and I know how important accuracy is for this game. All I can say is, I would consult with my historical advisor (which I'm assuming Slavic has, since he def has the budget now) and add as much as I can.
The one thing I can think of that I know is historical is paved roads (cobblestone), in certain important city locations. I would love to see this as I think it would bring a little life into big manor lords towns. Make them expensive so it's not everywhere.
Once the game is released, you can then open it up more to modding (though this is not easy), and that would allow the community to go outside of historical constraints.
Fernando must be the best of the worst on off topic jokes 😂😭 It takes talent
And you dont see the ones i cut 🙄
@@Loreworxwould love to 😂😂😂😂
As someone studying UI / UX Design, I think you have to be bothered by these insignificant things to be interested in them.
Edit: by Insignificant, I meant most people don’t care if the symbols are slightly off center or that there are different Icons being used. They‘re definitely not insignificant to make a Design feel polished and consistent but ask people if they‘re bothered by something in the UI and next to no one will say „the double borders on that particular symbol“. But people will feel it.
Its like the difference between a AAA Game where the UI envelopes you and lets you immerse in the Game world and an Indie UI where you still see the text boxes and it feels like a UI from the real world with some added artworks.
Seems logical 🤣
I can't say im bothered by this stuff that often. I'm pretty good at turning my brain off and just enjoying the game. The UIs I can think of that really bothered me were Veilguard, vanilla Skyrim (the screens, not the hud) and Fallout 3/NV/4 (putting every screen inside that tiny pip boy).
It's also not lost on me that once I point some of these things out, some people might never unsee them 😅
@ I have a hard time with that always over analyzing designs when I dislike the usability.
Also when I see friends and family struggling with a UI I like to find out why that is, needless to say that they don’t like this all of the time…
And I am pro graphic designer/photographer with over 15 years of experience and these are great ideas. seriously? the incosistent layout, fonts, color and design. you still do not see this? Yes, the game is still in early release but this and many other things need to be fixed/replaced... who are your instructors? I think I need to have a chat with them LOL
@@user-jx3nn4xg6d I don’t see where you’re coming from, what I said was that you need an eye for the details to Design a good UI.
I think the game has a good overall concept but its UI still needs a lot of work. I think most people won’t notice most of the stuff and just feel that the UI doesn’t feel polished or too Generic.
Anyways I‘m not writing in my native language so I probably haven’t conveyed what I meant correctly and I‘m studying a field that is part Design and part Informatics. So I‘m no full blooded Designer.
Great video dude, and I'd love to hear your views about the UI in the Yakuza games
Thank you for watching and for the suggestion!
I love this UI/UX series!
But I hate working on it for games. I'm currently dealing with UI stuff in UE5 and it's making me cry T-T
I feel ya. Thankfully my co-founder is the programmer. Im usually just bugging him for not centering things correctly 🤣
Just fact-checking the video title, there - did he, in fact, ask for it? 😊
He "did" by posting that tweet 😊
I was like "challenge accepted"
He didn't speak to me directly though 😅
One thing that would be awesome, is to have a panel whith all the families and what they are doing currently, so you can see directly within it which family is more likely to do certain tasks. For now that's the biggest downside of the game, as it removes all the efficiency you are trying to create by building housing in a specific spot.
I think the only challenge with something like that is the sheer quantity of families when cities become huge. Especially if you are coding the game to generate portraits. Say you have a panel with 6 portraits.. that'll load in half a second. If you have a panel with 400 portraits, it could take many seconds to load, leading to terrible UX. You can see this happen in Sims 4, when you open the relationships panel on a Sim you've been playing for many hours. You don't need to show portraits in a panel like this obviously, but the same kind of processing lag can happen depending on the data you do wanna show. Portraits are just what came to mind.
I'm just rambling cause I like to talk about this crap lol. but it's definitely a window that I think a city builder/colony manager should think about implementing.
Anything that shows players more information about the people living in the city adds to the experience and makes you feel more invested.
I dont know your other videos, I just stumbled on your channel, but can you do more content like this? Give feedback to more games, more UI's etc, giving your reasoning? You have some good insight and ideas and I (and I am sure many others) would love to learn some of these perspectives and ideas.
Also uh- dry your face. >_>
🤣 it's hooot where i live
More of this kind of content is the plan!
Thanks for watching
@@Loreworx i live in phoenix arizona brother
anyways that aside
seriously you have a fun energy and some good insight. stay chill and friendly and im positive you can land a good following
The policies pics could be lot smaller
Damn, I would like to see what you'd do with an abomination of UI that is Stellaris from Paradox Interactive! It's always such a struggle in Grand Strategy/4X types of games.
🤣 🤣 4x games are tough mainly due to the sheer amount of information
@Loreworx preach!
Do an FL studio one. Be cool to how you'd approach a non-game UX/UI
Very different skill 🤣
I wouldn't have the confidence lol
Also, joxtopposed (sp?) does apps and stuff really really well here on yt. She's what inspired this series, but for gaming
I only saw the first 6:40 minutes about the new icons for policies.
They are beautiful, why not keeping AI generated ones?
And the idea to make the dev tree not so dark and the highlighting is great.
I would still find it better to not having to scroll so much. And the level number should stay a the left. It is visually not easy noticeable for everyone, the small border colour difference.
Will see the rest later today 😊
But what we really need are useful managing windows. easy to reach. because without it's not widely player friendly.
While i have no problem "consuming" AI art, I personally really enjoy working with artists so I wouldnt use it in any of my studio's games. Especially if I have the budget. I know ML has the budget so I'm assuming they think the same way. But it's an assumption that may be incorrect. In any case, as a player, i wouldnt mind it if they used ai art. As long as it's historically accurate, but i understand there are people who would
those policies are nice, but no scrolling
Please please do CK3. It's a medieval set game but it's UI is just terrible for immersion. It looks like an excel, not medieval at all. Please do your best to make it look as medieval as possible. And if possible, release a mod for us players to enjoy it!!! Thanks
CK3 is one of my favorite games. Ive released several interface mods for it already: Clear Artifact Levels, Clear Portrait Borders, Interaction Icon Project etc
But the purpose of these videos is to talk about game design and ui design and give developers (or modders) ideas.
I dont intend to make mods out of these videos. Modding is a huge time commitment which varies greatly from game to game and it's simply time that i currently dont have to spare.
Overall great redesign, only couple of point I disagree with:
1. Putting ingame shots as a portait for a citizen doesn't feel right to me. The thing is too small to make out its features anyway. You'll have to make the window bigger or keep simpler icons for the citizens.
2. I think policy cards are unnecessarily large, I hate this in modern UI design not only in games but in mobile apps and web sites also. They make everything into a card or a cirlce and fucking scale that shit to like quarter of my screen! STOP! It's ridiculous!
i think a major reason for 2) is very much useability in mobile games and on tablets that you control with a touch screen
@undertakernumberone1 it's oversized even for mobile devices in mind, that's the thing.
Great points and thanks for commenting!
1) You're absolutely right. Ideally, (if I were making the game) every citizen would have their own little window, where you'd see more personalized info and a bigger portrait. Same window that would let you pin the citizen to get notified about events etc. That's what I had in mind, though I probably could have done a better job vocalizing that. That's why I'm not really bothered by the size of the portraits in that screen: because it wouldn't be the actual citizen screen, and instead would act as a link to that citizen.
2) I wasn't at all thinking about mobile games when redesigning this. The reason they're cards is because the original screen had cards. They could definitely be smaller, but its a balancing act between being large enough for you to see the art inside the cards, and seeing a lot more cards without perceiving what's inside them. These things are easily adjusted though, and you could always set that as the default zoom level, while letting players zoom out. I'm always for giving players options. If I did that though, I'd think of some way to use the dead space you're left with on the sides.
dude decided to "redesign" the Manor Lords UI and just removed `minimalis` from `medieval + minimalis = hard` formula =)
copying Victoria 3 UI design ideas is not a good way to do it.
Manor Lords, has problems with UX in its UI, but visual are good enough, they are informative and not drawing your atention to it too much
Why do they teach cursive in schools? Do u mean by that handwriting? What do they teach in american schools instead? Typewriter?
Also writing you showd does not use cursive at all.... I'm so confused right now.
🤣
They teach you to write using cursive in Brazilian schools... Which i think is dumb.
Cursive is not taught in US schools. If you know how to write in cursive, you taught yourself lol
And yes, handwriting. In the US, you learn how to write each letter. Kinda like a typewriter. In the end, you handwrite similarly to a computer using comic sans or something
@@Loreworx Have never seen something like that. Why do they do it? It's just slower.
Stopped watching and thumbed down for AI art usage. What a shame
yeaaa, how dare a small content creator not commission a dozen artworks
or draw likely much poorer renditions of what they have in mind resulting in not getting the idea across well
or using existing art which is really the only accessible option they could have done.
this is a concept for the UI, nobody selling you AI generated art. You are actually so braindead.
He literally said that he's not an illustrator and used AI just to visualize how the UI could be redesigned, the guy wanted to share knowledge and some ideas. Of course the development team would hire an actual graphic designer. Why don't you criticize giant companies using AI for actual movie posters or advertisements instead of a guy actually using it how it's supposed to be used - to give a rough indication as to how an element should look especially when you don't have the skill to do it yourself.
Silly human.. there are some really nice ideas in the video.
I think you missed the whole thing when he said “I’m not an illustrator and without this there would be no video, it’s just a place holder for the idea” kind of thing