really great video! Personally I like it wayyyyy more when the b-roll you're talking over is some gameplay with you in the top corner as opposed to just you in a room (not to knock your looks or anything) it's just more interesting to watch :)
Great video! I tend to find people tend to think about diegetic vs non diegetic when talking about game UI but in reality you need to think about what your game needs. Do you need to show X to the player and if so then you can decide how to show it.
Great video as always!!! Do you actually need a drift meter on screen all the time tho?? Mario kart has karts with different drifting stats, but he manages to communicating that info to the player without putting a bar on the screen all the time... 😟 Also, that drift dosen't look right to me... it looks like it slows you down while you're doing it, so it looks more like a charged attack than a drift... (but maybe it's just the zoom effect) 😕 Having a minimap on screen all the time seems fine to me, necessary i'd say (so the player can strategize in real time where to go and how to do it), maybe make it a little bit smaller tho... 😗 Ps. Just for curiosity, what are those UI elements above the minimap?? You didn't talked about those... 🤔
Thanks! I went through the exact same thought process as you for the exact same reason! The thing that made me add it was that the 'time to boost' can be shortened as you upgrade the car throughout a run - which I thought might be confusing if there was no visualisation of it. I think having the drift bar is useful but I think I will make it much smaller, perhaps as an almost 'sub-bar' underneath the health bar instead of being its own full-sized bar - because you're right, it doesn't deserve it's own dedicated UI element. Yeah, the physics I have set up during dev aren't always the 'drift-y-est'. I can adjust them to make the car really powerslide, but that didn't spring to mind to change for this video - oops! I'll likely do a video on character selection and variation in the future though, so I can talk about it then :) I agree that the minimap is needed somehow too. Like you said, it helps them plan their movement easily - making it smaller might be a good option. RE-ps: The UI elements above the minimap are to do with the weapons! I am still working through those tho, so not much to explain there yet, beyond it showing your currently equipped weapon and showing its fire-rate! Thanks for all the feedback though, its super valuable to have people say what they like/don't like about the features!
@@Madbook Some suggestions: - For the drift bar, maybe you can do a bar above the car that appears only when you're drifting, so that it still shows the info to the player and it doesn't clutter the screen when it isn't needed - As for the weapons, i think that they don't really need an UI (unless you have limited ammo system, and you need to display the current ammo, then you should go for a diegetic UI imo), the player will be able to learn and recognize the different weapons (and their stats) just by looking at his size/shapes. You just need to be sure that the weapons are easily recognizable, of course...
Isn't character model a ui element that describes the player spacial position on the map? It just sounds like anything you show the player can be a ui element and I thought that was funny. LOL Praise the Algorithm!
Hey, I like the video informative side, but it was really distracting to see your face for entirety of the video in the corner and even whole screen for a great amount of time. For first 45 sec or so I was waiting to see any examples and not only words and face. Despite that as I said I learned a bit from the video, and I wish your channel to grow!
Yep, I can completely see how it would be annoying to some people - thanks for pointing it out! I'll definitely be sure to add some options that let you adjust the zoom amount, as well as just turning it off completely!
Haven't watched this yet, but I already know I'm going to have to take notes
Out here putting in work 💪
really great video! Personally I like it wayyyyy more when the b-roll you're talking over is some gameplay with you in the top corner as opposed to just you in a room (not to knock your looks or anything) it's just more interesting to watch :)
I remember in November 2020 when you were still at 200 subs. You're making insane progress, keep going and don't stop.👍
I've never learned these terms! Thanks for educating us :D
Been putting off doing my ui for weeks, but now that this exists, I feel like i can't put it off anymore
Thanks for introducing us to game UI thats what I needed since my next devlog is going to be to recreate a new UI....
Good job explaining! UI is something I haven't really gotten good at, yet 😊
Game UI is actually quite challenging even technically, since the industry standard is to absolutely animate EVERYTHING. And that's not that easy.
Great and informative video, I'm looking forward to watching more of these!
As always thanks for the great video. You really analyse everything that goes into your game, I'm more of a chuck it in a see type of person.
Great video! I tend to find people tend to think about diegetic vs non diegetic when talking about game UI but in reality you need to think about what your game needs. Do you need to show X to the player and if so then you can decide how to show it.
Keep up the great work , love the content as always
My ui is awful and I know it . I promise to give it more love
Great video as always!!!
Do you actually need a drift meter on screen all the time tho?? Mario kart has karts with different drifting stats, but he manages to communicating that info to the player without putting a bar on the screen all the time... 😟
Also, that drift dosen't look right to me... it looks like it slows you down while you're doing it, so it looks more like a charged attack than a drift... (but maybe it's just the zoom effect) 😕
Having a minimap on screen all the time seems fine to me, necessary i'd say (so the player can strategize in real time where to go and how to do it), maybe make it a little bit smaller tho... 😗
Ps. Just for curiosity, what are those UI elements above the minimap?? You didn't talked about those... 🤔
Thanks!
I went through the exact same thought process as you for the exact same reason! The thing that made me add it was that the 'time to boost' can be shortened as you upgrade the car throughout a run - which I thought might be confusing if there was no visualisation of it. I think having the drift bar is useful but I think I will make it much smaller, perhaps as an almost 'sub-bar' underneath the health bar instead of being its own full-sized bar - because you're right, it doesn't deserve it's own dedicated UI element.
Yeah, the physics I have set up during dev aren't always the 'drift-y-est'. I can adjust them to make the car really powerslide, but that didn't spring to mind to change for this video - oops! I'll likely do a video on character selection and variation in the future though, so I can talk about it then :)
I agree that the minimap is needed somehow too. Like you said, it helps them plan their movement easily - making it smaller might be a good option.
RE-ps: The UI elements above the minimap are to do with the weapons! I am still working through those tho, so not much to explain there yet, beyond it showing your currently equipped weapon and showing its fire-rate!
Thanks for all the feedback though, its super valuable to have people say what they like/don't like about the features!
@@Madbook Some suggestions:
- For the drift bar, maybe you can do a bar above the car that appears only when you're drifting, so that it still shows the info to the player and it doesn't clutter the screen when it isn't needed
- As for the weapons, i think that they don't really need an UI (unless you have limited ammo system, and you need to display the current ammo, then you should go for a diegetic UI imo), the player will be able to learn and recognize the different weapons (and their stats) just by looking at his size/shapes. You just need to be sure that the weapons are easily recognizable, of course...
thank you for the good explanation
Isn't character model a ui element that describes the player spacial position on the map?
It just sounds like anything you show the player can be a ui element and I thought that was funny. LOL
Praise the Algorithm!
Hey, I like the video informative side, but it was really distracting to see your face for entirety of the video in the corner and even whole screen for a great amount of time.
For first 45 sec or so I was waiting to see any examples and not only words and face.
Despite that as I said I learned a bit from the video, and I wish your channel to grow!
that constant zoom in on your tank is very distracting and annoying to me, takes away focus on the game...
Yep, I can completely see how it would be annoying to some people - thanks for pointing it out!
I'll definitely be sure to add some options that let you adjust the zoom amount, as well as just turning it off completely!