A first look at our Game UI

A first look at our Game UI

Hello GalaWorld. Last week we shared the icons we were working on and got some great feedback on our blog and other forums / reddit pages.

Today we share with you our Game UI that is a “work in progress”. Like our cards that we shared with you a few weeks ago, these are still not final.

Let me run through the layout with you. The center area you may recognize from a few weeks ago when we put up images of our 3D space UI. The center of the screen is where you will be able to navigate around the galaxy, zoom into sectors, see your ships and determine your best strategies.

Screen Shot 2015-03-31 at 9.11.38 PM

Around this center piece we have our HUD with various important pieces of information. The top-left will have the menu button, information about the current phase and a button to press when you are done with your turn. To the right of this, in the middle is our information area. This section of the UI will change contextually depending on what is currently selected or important. Farther on the right we have our rack of icons.

CBIpNl0UMAIz_rl.jpg_large

These Icons are currently undergoing revisions and we shared the Icons with you last week for feedback — they still are not done hence why this block is currently “empty”.

Screen Shot 2015-03-31 at 9.17.05 PM

At the very bottom-left we have some mysterious blue buttons. These will eventually also get proper Icon treatment and then be connected to sub-pages of the game. Right now most of them look the same but this is just “temporary”. When they have proper icons there will be: a tab for information, another for viewing blueprints of built ships, a third for intelligence information on other players and a fourth to review your research options.

On the far right and lower-right corner of the screen we have your deck, discard pile and your hand of cards. New cards can be drawn from the top of your deck and will move (in a hopefully very cool way) into your hand on the bottom-right of the screen. Currently we have the cards placed so that you can see the top-half of each card. We plan on making the full card visible on hover/tap or finger-press hold on the iPad. Cards in your hand can be played by dragging them onto the screen or by taping them and then pressing the “activate” button.

Thoughts?

We hope you like our HUD. As always please feel free to share any thoughts you have, we certainly read everything we hear!

3 responses to “A first look at our Game UI”

  1. So how did you handle the line drawing and circle drawing for the galxey map, with unity’s ui system that can hard to do. Did you use something like Vectrosity?

    • Hi there Chris, according to our developer (whose name is also Chris!) we are just using a standard line render.

      • Good stuff. I would suggest some lost and found lines, else it will start looking a bit dated. You should also look at making the center “information area” a bit more interesting with a touch of color(doesn’t have to be a lot). I am really digging the thin line thing going on. I would also make the angles match up better. You have 90deg against slanted against yet even different angle slanted. I highly suggest looking at car design to see how you can take lines and make them line up (sometimes even on different angles), its a really great source of inspiration. Over all looking super sexy though! Keep it up.