H A F D!
MASSIVE Incoming UI Rework!
I'm guessing rolling Sprites, enemies and Ui into one big roll.
Not very excited about the new UI. Is decent but something feels out of place. Maybe just need time getting used to it.
My question is how the UI look when there is party members? Where will the info about party members' health be put? Will it block everything on the left side of the screen?
I can foresee under the Shield Gauge, there will be a BS ability cool down / charge bar. So the move of the health bar and shield gauge to upper left makes sense.
The heat gauge should probably have an option to display in numerical value (just in case the new HUD lag).
I'm truthfully fond of everything I see with this new HUD update.
My only gripe is not seeing the crowns on the HUD under the Minimap as well as the missing CE Depot from the HUD. I fear many people would complain about few things in particular about the HUD. This is my main concern really.
I always wanted to be able to access the Energy Depot while in a run to quickly make a quick Energy trade to continue on through the depths. As well as my current Crown progress along the way.
I also would like to request a old HUD repositioning option as well.
I like the revised player health bars, although this appears to be a solo run so I can't comment on how it looks with other party members. I always found the player health panels pretty strange, because it was very difficult to determine how much health you or your teammates actually had.
However, I don't like the boss/enemy health bars. I enjoy not knowing each enemy's health, because it forces me to guess and prioritize on my own. Displaying enemy health bars removes this element of surprise from the gameplay, where you are hoping the next sword swing will finally finish the boss/enemy off. I also think they clutter the interface, so I would prefer to have an option to turn them off.
EDIT: Also, it would be cool to have an option that makes the UI slightly transparent or shrinks the icons or something. The more we can see of the environment, the better, IMO.
Oh yea do you guys see the tiny arrow on the right hand side of the screenshot? I bet you can click on that and display party information.
@Eltia the arrow might indicate the objective - kill the royal jelly and collect recon module. Just like current UI?
I like the new UI and all but let me be the first to say it how is this going to effect Lockdown/Blast network and when playing with a party? I hope we can still see players on your team in lockdown and playing with a party. :/
Oh yea.. so where do the party member's information go?
Actually what they could do is this: on the left hand side of the screen, display these:
Your health bar
Your party leader's health bar
Party member health bar
Party member health bar
Then you can save the space by removing the health bar at the top, and use the space to concentrate on shield health, heat gauge and BS ability charge bar.
I also think the enemy's health / status window isn't too helping and could clutter the interface. Having health bar displays at the top of enemies are enough to me. If you insist on keeping the enemy's status window, move it to the bottom centre and move the utility shortcut bar back to where it is (centre top). This is all assuming we get rid of that health bar at the upper left corner.
>Just TRY going through a SL without finding a 21 vita.
... Uh. What?
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As for actual input on the UI, I really do like it, especially the item holster and the new icons. The vials were really unimpressive previously as you picked up an icon instead of an item. Like picking up a badge with a rock drawn on it, which acts like a rock. With this I'm hoping that I'll be holding the actual rock (or in this case, the vial) so that it not only acts like a rock, but truly looks and feels like one, making the impact of a thrown object feel much more satisfying. It's one of those few immersion breaking things that I really appreciate having fixed.
As for the health bars and stuff for mobs I'm not really sure how to feel about them - it's something I'll just have to experience in-game before I can provide any useful feedback on it.
What I'm the most curious about is how it will handly party members, though. I absolutely love the new character interface there with the actual avatar on display and even a shield-gauge to show you just how sturdy it is, and I wonder how much detail will be given to your party members' health display.
Overall, it looks good and I'm looking forward to it. Now I just need some awesome new content to go with it and I'll be out in the field again.
now i start to believe they take the easy suggestions to have an "Excuse" that they are working on something...
looks nice and all. but not something that the game really needs.
enemies are easy to tell when they are about to die since everyone deals the same damage depending on what they are wearing. not like others MMorpg where the damage are based on the character stats and equipment (and the equipment have different stats there, so.. not like here).
But honestly.. im tired about reworks and recolors... I know you are working on battle sprites... and the new "mass like" enemies... but a whole year for them.. its kinda dissapointing compared what you done on 2011.. when we going to have a new T3 boss that isnt a event, expansion or danger mission?.
or how about more natured based levels? like snarbolax or craddle surface... how about more from the swarm??'..
i really would wait enought if you guys already keep working on them.. instead on reworks or minor things like battle sprites.. that can wait..
Oh well.. nice work anyway Nick. nothing exciting like a new boss would be...
">Just TRY going through a SL without finding a 21 vita.
... Uh. What?"
The only vitapods that drop in a SL are either 21's or 9's, as far I can remember.
As for the new UI, I can dig it. That deal with the health bar so high up does irritate me slightly. I'd like it at the bottom of the screen with the items and vitapod directly above it. The idea of using red, silver, and gold pips will make it so much easier when determining critical health, so thank you very much for that, Nick.
Also, @Eltia. The real question is: Will it blend?
MFW People are complaining about the development team doing their job and updating out dated UI.
:l
I like that one.
I really only want the minimap change.
You do not touch the colour scheme.
You do not mess up with the gears.
Or else. (O_O)
About all your questions about Vitapods:
The Vitapods that drop in a level are always a multiple of the tier that they were found in. So in Tier 1 you will find Vitapods 1 through 6, in Tier 2 you will find 2, 4, 6, 8, 10 and 12, and in Tier 3 you will find 3, 6, 9, 12, 15, and 18. Very rarely will you find an out-of-place Vitapod, such as a 5 Vitapod in an early Tier 2 strata.
Shadow Lairs appear to be Tier 3, but bolstered Strata, so you find 21, and their have been rumored 24s, 27s, and 30s.
Where am I going with this? The character in the image has a 13 Vitapod. This is impossible.
Either the Health System is being changed around (as you can see the player has 41 health bars up the top, which is unnatural for Tier 2, are there going to be half bars? If not, would you still be able to revive someone with a single bar, or would you need 2?
The other possibility is that the 13 Vitapod was spawned by the Developer, likely to get a hidden message across. April 13th release, maybe?
Where's the Current Weapon icon? You know, the one that shows whether we're wielding our Shivermist Buster which will stop the Devilites or our Blitz Needle which will stop us in place for a second while said Devilites chuck chairs at us? Trust me, we don't want to lose the Current Weapon icon.
I'm interested in the little black tabs by each of the major areas of the UI. I'm assuming you will be able to use them to 'put away' what you don't want to see. Overall, I dig it. Looks more old school console to me.
Please let this be a test...
An april fools...
Something other than the final release!
My complaints is colour scheme, and the knight Icon. What is the point of the knight icon?
This seems also, not to be rude, sub-par...... Just saying, some of the letters come from some dudes one man flash game.
Also, this seems cluttered, as several things such as player rank, shield, ect are all on the HUD, when there is no need before hand, as it's displayed o the knight.
Health bar, I really don't care for, but I don't like the presentation. There is really no need to show weakness, dmg, ect, when you learn it quite easily.
Items, as said, I disliked....
The minimap is an asked and suggested idea, nice one.
So, is this going to be shown in Test server>
If say they're are more than 2 people, will it cover the left side of my screen?
It looks nice but it may take a while to get used to.
It looks to me they removed two things: party health bar (that would be replaced by in-game health bar, when your mouse cursor hover over your teammates) and current weapon icon (well you can see what you are holding, right?).
Both are providing less information than what we currently have. So it would probably take some time to get used to.
- Party health, etc. is displayed under the player's portrait, in a similar fashion as it exists in the current version of the game.
- The little arrow tabs do indeed allow you to slide in and out the UI elements.
- Current weapon is no longer displayed at all times on the UI. Instead, new weapon selection wheel is shown around your knight when you change weapons, showing the weapon icon and name. It's very slick.
The coloring looks like something done in Gimp. It completely clashes with the games art-style; the flat coloring in the UI looked so much neater, different, fun, and enjoyable. This is just... ugly and is seriously going to make the game look bad if you implement it. It's WAY overdone and looks like some 10 year old trying to learn to shade using Gimp... @n@;;
Otherwise I think the tools on the UI and how they're set up is neat, it'll definitely be nice to know when a monster is close to death.
Please don't force this onto us though, at least give the ones who don't like it an option to just use the previous UI.
My suggestion!
Best of both.
Colour scheme of both, using the selection screen around knight,
....Forget it.
Armchair artists all around. It's amusing. :>
Not only is it ugly and crowded, it LIES! Royal Jelly Minis aren't weak against shadow damage.
Can we at least be able to switch between the new UI and old?
After looking at the picture again, I've noticed translucent enemy health bars. Does that mean the health bars fades out over time if you don't attack it?
Another thing that's been bothering me. Two things, actually.
--Where's the CE/ME/Crowns?
--What would vials and pills look like when using them? Actual 3D models or just the icon, like the current vials and pills?
I can probably tell you that if you notice to the right corner below the map, you can see an arrow. It may be possible that by clicking the arrow, your crowns appear. I do not know about anything else you mentioned in your post otherwise.
I am completely and absolutely fine with all these new changes as long as I can turn most of them off. Also, royal minis are not actually weak to shadow.
Liars.
Nick and co.Believe me when i say that im open to change. The picture of the new UI doesn't look better, just different. I dont know the pros and cons since i havent seen it in action yet. From what i can see however i do think some of the things dont look better and could be worse.
Designwise it looks a lot less stylized and fitting. Almost seems not very thought out. For example i find it strange how the health bar at the top gets in the way of your view ahead. The vitapod slot next to the vials should look distinct from the vial slots.
So far i dont see the "improvement". Don't let it be a change for the sake of changing. I'm all up for improvements but dont ruin things that werent broken or were actually working excellently.
Another gripe i have is that you guys are removing the mystery by showing weaknesses and adding healthbars to the enemies. Personally i always thought the way things were unknown was part of the charm, in a good way.
Learning and finding out all the ins and outs was imo part of the fun. Calculating how many hits kill certain enemies. Finding out yourself what enemies are weak against. Please dont nerf that experience by shoehorning everything to the player
For me its really simple. Im not gonna make an issue of anything. I spontaniously became part of this great game/community. If i feel that the experience is less fun with all these changes, ill simply move on just how i simply got hooked in the first place.
in advance ill say that at least it was very fun
How does this change actually make anything better? All it does it make things harder to read. I liked the flat navy blue UI.
IIRC, royal mini is really weak to shadow and also elemental damage (another glitch?).
There is a graphical glitch where sometimes when the damage number get too huge, the color of the number turns from yellow to the ones that indicate neutral damage but in actual fact the critical damage really still do apply.
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In response to the points Djawed pointed out, I do agree that there should be a distinct slot for the vitapod as it looks very much the same and could be easily confused for being a fifth vial slot with the layout shown in the preview picture.
The style looks a lot more fresh in my opinion, but this is a very subjective topic so I won't say more than that I like how it looks over how it used to.
The monster information and health bars is, again, something I'll have to experience before I comment on it.
The thing about the new player tabs cluttering the screen, I'm not really so sure. For one, you always had two health bars on screen - one at the bottom displaying your full health bar and the one in the top right displaying up to 20 HP at once. This was redundant. With the new health bar being exclusively in the top right it frees up space in the bottom center which used to be a weak spot for detecting incoming enemies and attacks from below as the health bar would get in the way. The item holster is transparent when inactive and doesn't have a hard background which again makes it easier to detect enemies on the bottom half of the screen.
I don't know how cluttered the top right might become with more party members but for now it looks fine and is all the way up in the corner so it doesn't strike me with concern of cluttering things up on its own.
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Oh, and someone said something about the vitapod being an indicator for time of release? Instead of April 13th I'm thinking April 10th, as it happens to be 13 days after the time it was posted and word has it that Three Rings launch updates on Wednesdays; so, on April 10th we might get to see the UI implemented to the game?
Holy cow that's great!
Sees that it shows the boss's weakness.
That's fine, everyone knows what it is anyway.
Sees health bar.
Uhhh ok whatever floats your boat, I guess.
I have a few things to ask:
Will this make gamepads more usable in the UI? Also, will there be a gate view button? Or will we atleast be able to map it to a key? I find myself wanting to see how deep I am, what's coming up, etc. but I always have to unlock the HUD and find it in a menu to do so.
Yay for an updated UI! It hasn't seen a (big) change since the game's release!
EDIT: oh dear...that will be a TON of wiki images to update! (Equips AND materials....) *Groans*
Also, will vials finally stop being flat things?
I know I could have just edited my post above, but I'm tired of doing that. >.>
I think the HUD went up top in order to balance out the view. You know, the angle is up there more. With this, it will be much more so that the actual view is more equal. (Yay! BN won't be so much of "Snipe 'em from below" anymore!)
In the picture there is 19 red bars and 11 silver bars. Neither number is 75% of the total 30.
That means that there will be no more empty health bars just your current health
It just means that it won't show more than 30 bars similiar to what happen to party health currently.
The new UI looks good, the side pic and new mini map are convenient and all, but it sort of detracts from the challenge of the game. Having it tell you how much shield you have left, the weakness of every enemy, and the percentage of health feels like you're being spoon-fed the game rather than actually playing. There's barely anything to work out anymore.
Correct me if I'm wrong but this is the sort of stuff that led to the Arcade being empty, what with the missions tab being more convenient :(
The monster weaknesses have always been public info. Just open up the help menu and it'll tell you.
spicegirls you're doing great. keep it up
As Nick stated on the first page, if your health exceeds the limit it will instead show additional health by overlapping with silver and gold health bars, or "armour" to use his words.
@Sir-Wuddle
"This sort of stuff" is just a small upgrade to what we have, and has no relation to the death of the Arcade. That was the Missions being introduced, and the conveniences of skipping levels for bosses.
Really, just because one update caused something unfortunate to happen doesn't mean that every update henceforth is a bad update that negatively impacts the game because...the other one did. I request that common sense and logic is used when reviewing updates, especially ones that have yet to be implemented into the game.
I personally don't like the design.
And TBH, the enemy resistance isn't really needed. Couldn't a simple health bar suffice? And a lot of games don't have health bars, unless for bosses, and even then it may not.
Hmmm...They probably have to rework the UI to make Battle Sprites work with it.
I also...want to say....I hope you can take off bits of the UI, like the HP bars and such to keep it less filled. It also would be nice for us "Hardcore" players.
I remember one guy who posted a hack that removed the HUD. I wonder if that'll reappear...
"MFW People are complaining about the development team doing their job and updating out dated UI..."
"How does this change actually make anything better? All it does it make things harder to read..."
"Nick and co.Believe me when i say that im open to change. The picture of the new UI doesn't look better, just different. I dont know the pros and cons since i havent seen it in action yet. From what i can see however i do think some of the things dont look better and could be worse. "
In my opinion, it looks cheap and cheesy; my screen will become irritating to look at with all of the health bars and extra useless things on it. Knowing the health of the enemies will ruin the uniqueness of spiral knights. But, even so, there will be more veteran and skilled players because of this change; health bars will change the community's performance in PvE, in a positive way.
I can't remember what game it is. But there was this game (JRPG?) I played that won't reveal any enemy's tactical information (HP / weakness / attack) until you have at least fought it once (and killed it by exploiting its weakness). Is this something going to be implemented in SK also? This seems like a bipartite solution to the Vet. and noob. The noob would still have to learn the rope by at least fighting it. The Vet. is indifferent because we all know what the weakness of each mob is (because we have not only killed them once, by the N-th time already).
+1 merging the two HP bars into one. It was silly having HP stats repeated twice for the same person.
Actually the real question is...
Will it lag?
Other things, like the thickness of the health bars and shield gauge. I know the sample is taken in 720p. Can you guys show us a screenshot in 1080p, so we can see how the thickness of the bars / gauge scale with screen resolution? Right now it looks a bit too thick but that could be due to low screen resolution.