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joeyslucky22

Inventory UI concept design v2.1 (window based)

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Looks great, I just hope you guys don't plan on making it so guns take up soo many extra spaces like in the mod.

Well it would be OP if you could carry 7 weapons

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Yeah looks pretty good to me but I have to say I dislike the 'loot on ground' as it looks very cluttered and I don't know i just don't like how that part is laid out.

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Yeah looks pretty good to me but I have to say I dislike the 'loot on ground' as it looks very cluttered and I don't know i just don't like how that part is laid out.

I designed it to look (and function) more like how a "pile o' loot" would be IRL, kind of messy unless someone had intentionally organized it. You would need to actually rummage through items to find everything within the pile.

My thought was that you could organize those items however you wanted inside that box, so you could hide items under a tire or organize loot however you see fit.

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Very busy interface, I would need a manual on where to start.

There needs to be a button you can press to swap from advanced inventory, to a simple and quick version. Otherwise 10/10 for effort, keep up the good work!

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You are a genius for coming out with this when you did. I feel like this is going to be really similar to the real thing... and you had this months ago!

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I would agree it is a little cluttered too, perhaps moving of the melee and toolbelt into some kind of drop down panel. Otherwise everything is fairly easy to spot. I like the fact you have 2 primary weapon slots :)

The learning curve with the menu seems very high, you are quite literally putting similar things all over the place, like maps down near your legs and torches near the jacket. IMHO you should have everything grouped together in panels.

Character slots all in one area, tools and weapons can show up in your inventory as selected or numbered. here is what I mean using the magic of paint

The black bit on the side would be Collapsible, as would the red tool bar only show up when you double click or drag an item to assign it.

2euoeaf.png

Edited by disorder
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Hey guys, thought I'd share one of my works in progress, an in-game inventory UI design.

Great design!

I don't think it's cluttered - it certainly won't be on fullscreen and with some tweaks.

What I like about it - it's custumisation-friendly which is good for such project.

Why?

  1. It is detailed, meaning players won't have to choose between a scarf and goggles only because there is only one slot for them named "face"
  2. It has expandable slots (like belt), meaning you have more freedom to combine your loadout.
  3. Backpacks have individual layout - that means everyone will look for backpack that fits their needs instead of just taking the biggest one.

Though it's still on the way to perfection

About the flaws:

1. It really looks cluttered.

Group up "directories" and make slots assigned to them collapsible:

For example eyewear, neck, headgear, neckstrap, face\neck can be assigned to "head" directory. This way all those 5 slots will not clutter the view the whole time and will free some space for somethoing else. When you need to put something on or take off (completely) you just click the "head" directory and it expands.

Thus you can divide the whole inventory into following directories:

  • "head" (eyewear, neck, headgear, neckstrap, face\neck)
  • "wear" (clothes and all related slots - pockets, bands, wrist slot)
  • "belt" (belt slots and all attachments)
  • "loadout" (your primary, secondary and the "shoulder" slot as you are most likely to use it for another primary weapon. note that primary and secondary are just for convenience - secondary gun has to be located in some slot be it pocket or belt)
  • "back" (a slot\directory for backpack)

Locate (on the UI) "head" above, "wear" in the middle (so it can expand to the sides), "belt" under "wear" and "loadout" with "back" on the bottom (when you expand backpack it slides in from the side)

Using such directories you can clear the clutter of the UI. I don't know if journal and ID slots are needed. You can hold those things in pockets and access them via hotkeys.

2. Make additional slots for containers (like back for backpacks):

beltwear:

You can equip a range of belts from simple civil belt that you can only tuck one tool under (hatchet for example) up to belts with pouches and tactical belts with mumerous slots.

Holsters can be attached to belts to contain sidearms for quickdraw (otherwise you'll have to fiddle in your pockets)

Vest

Everyone in DayZ runs around in tac vests now, that's why we have slots to use.

vests should be treated as backpacks, ranging their own layout from simple hunting ones up to military grade ones which might even have armor.

Edited by WiFiN
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I would agree it is a little cluttered too, perhaps moving of the melee and toolbelt into some kind of drop down panel. Otherwise everything is fairly easy to spot. I like the fact you have 2 primary weapon slots :)

The learning curve with the menu seems very high, you are quite literally putting similar things all over the place, like maps down near your legs and torches near the jacket. IMHO you should have everything grouped together in panels.

Character slots all in one area, tools and weapons can show up in your inventory as selected or numbered. here is what I mean using the magic of paint

The black bit on the side would be Collapsible, as would the red tool bar only show up when you double click or drag an item to assign it.

2euoeaf.png

Hehehe. After the OP's post, this makes me laugh. I get that it's just for layout purposes.

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I would agree it is a little cluttered too, perhaps moving of the melee and toolbelt into some kind of drop down panel. Otherwise everything is fairly easy to spot. I like the fact you have 2 primary weapon slots :)

The learning curve with the menu seems very high, you are quite literally putting similar things all over the place, like maps down near your legs and torches near the jacket. IMHO you should have everything grouped together in panels.

Character slots all in one area, tools and weapons can show up in your inventory as selected or numbered. here is what I mean using the magic of paint

The black bit on the side would be Collapsible, as would the red tool bar only show up when you double click or drag an item to assign it.

2euoeaf.png

I think Rocket should introduce your picture as the Inventory exactly as you have it now - just for a laugh in the first few days of release.

Perhaps we could customise the stick figure.

Edited by DemonGroover
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Nice. I like the basic idea. Im not a big fan of how items on the ground are shown, as its too cluttered. However, if you have to like move the items around in an interactive way to uncover other items, then I do like that idea. I also don't think having so many spots is necessary. Overall, Great Post

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Yes its just for layout. I could move some of the OP's artwork into place over some of mine if he gave me permission.

I am a programmer, but I always think less is more when it comes to my GUI's I like my most powerful features under menus and everything you access quickly to be easy to find.

Also I like the GUI's in online games such as wow and star wars galaxies. With inventory right next to char sheet for easy access to slots.

Edited by disorder
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I agree with disorder, with GUIs less is more.

I think Rocket should introduce your picture as the Inventory exactly as you have it now - just for a laugh in the first few days of release.

Perhaps we could customise the stick figure.

Only if we get to customise our faces with mspaint :P

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Great design!

I don't think it's cluttered - it certainly won't be on fullscreen and with some tweaks.

Wow fantastic feedback thanks wifin!

I'm currently working on a second version to clean up the clutter and will be using collapsible menus to hide things.

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I think it has to be simple and intuitive, too much complexity and it may as well stay as the mod (Everyone is used to it now anyways)

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Wow fantastic feedback thanks wifin!

I'm currently working on a second version to clean up the clutter and will be using collapsible menus to hide things.

Glad I could help!

Also, another idea to play with:

if weapon selection will stay the same (scroll list), make loadout dynamic.

So you have 3 pistols. You can hold one in the holster, one in the pocket on your pants, one in your coat, but you want to actively use only two of them.

You just drag n drop the one in your holster and the one in your pants onto the "loadout" tab. This way only those weapons will appear in the scroll list (drawing the one in your pocket will require more time though).

This way you can also use or not use your hatchet without stupid "remove from toolbelt" procedure.

So to make it clear "loadout" is not a group of slots (primary, secondary, tertiary), but effectively a shortcut for the weapons you have on your character.

Edited by WiFiN

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Thanks disorder!

This week I'll hopefully have a working flash example together to get a better grasp on it (and mostly just to tune up my coding capabilities).

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Whatever allows me to loot a body quickly... Don't want to be removing pants, gloves, shirts and whatever else after a gun fight....

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Whatever allows me to loot a body quickly..

I was thinking looting would work something like this:

inv12.jpg

Where their gear would appear in a different colored box and whatever weapon they were carrying on their hands or shoulder slots, would appear on the ground.

There should not be a one button "pick up all" when looting. With this method, you'd actually feel like you're scavenging this body.

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It does look a bit cluttered, I'de like to see an inventory where your tools are stored, and then a basic inventory where everything else is stored, i dont really like having two separate inventory area's for sidearm ammo and bandages, and then everything else, if we could just combine those into one large inventory.

I think a diablo style inventory with an added section for tools would work well with this. along with a separate box on the right with all their (dead guy/ground) gear in it.

If i may ask, what is the additional boxes with what looks like buttons even used for? it seems like additional space on the screen that could be used up by something more useful.

Edited by Hoj0

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If i may ask, what is the additional boxes with what looks like buttons even used for? it seems like additional space on the screen that could be used up by something more useful.

To open & close the gear windows (hat, coat, shoes, etc..). That section can also be hidden with the [-] button next to "Your Gear"

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Can i ask why are u doing this? :o

Because, hey, why not! :P

I just love the concept stage of game design (and I currently hold a job as a full time UI designer). If I can contribute anything to the actual game (designs or ideas), that's a huge personal achievement! If anything, it's a fantastic learning experience and listening to all your feedback is a great way to improve upon my work.

edit: And it helps having a ton of free time ;)

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