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#why is the ui so wack
nikxierocks · 2 years
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How do I view my follower count…
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homeofjonicles · 2 years
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The Jonicles - Entry 5
Note: This is the fifth entry of The Jonicles, hence why the date does not match when this is being posted. This was written back in May to June of this year before I started this blog, and there will be errors or developments in how this series was being written. Please enjoy (or don't enjoy) the fifth entry of The Jonicles!
It is the 31st of May, 2022 at 6:09 am (nice) and I'm freezing my nuts off. It is Tuesday, which means the day of reckoning has passed, but that begs the question: What did it cost? It is also #13 of my Jon Arbuckle hyperfixation. I have gone past 10 days which means my sanity has gobe far too low to salvage.
I meant to write this entry before, but I had to do schoolwork and I kinda forgot to. I've also been exhausted from it all.
But I have a very important thing to document. On the 28th of May, 2022 at 4:41 pm, I purchased Garfield Kart: Furious Racing on Steam for $2.15 as it was 90% off. This is a monumental moment because, unlike the original Garfield Kart, Garfield Kart: Furious Racing actually seems to run properly on my computer, which is real nice! Initially when I bought the game, I thought it would be a sequel, akin to Mario Kart 8 in a way. But I was pleasently surprised to find out that Garfield Kart: Furious Racing is more of a remaster of the original, with better graphics, higher poly models, that same golden soundtrack and, oh my god, it has multiplayer!?!?!?!? Ayo!?!?!?!?
But one of the best parts about it is that when I launched the game and went into the control settings, it's actually functional and doesn't go all wack on me! Heavens above! This is obviously the best god damn racing game I have ever played in my entire,  pitiful 16 year existence.
Jokes aside though, this game is... actually really good! It's like if you took the original game and buffed it up to 100 (whatever THAT means) and gave it a fresh coat of beautiful bright orange paint to go along with it. It's smooth, quite polished and oh my gosh Jon looks even cuter than he did before. Just look at that stupid little polite smile on his face, it's adorable :)
Anyway! I can actually drive without the entire game lagging! It's not as smooth as butter but it's smooth. I made a rivalry with Arlene and Nermal, killed Garfield by throwing a pie at him and making him flip off the side of a bridge on Palerock Lake, glitched out the camera and commited vehicular homicide. I even won a race! But there's still one thing that I'd like to address...
Jon still feels lesser when he loses a race, and I just need to say this again: Jon, so matter how low you feel, no matter what place you get in the race, no matter how fast you drive, you are still special to me. You still mean the world to me even when you feel you mean nothing to the world. It doesn't matter whether you win or lose if the race, you are still first place in my heart... and my brain, which I gladly and warmly welcome you into with open arms. It's only been over a week, but it feels like an eternity that I've had this fixation on you for, and I cherish every bit of it. Drive on, Jon. Love you buddy.
Last edited at 8:56, 1st of June. I... really wish school wasn't in the way all the time so I could finish writing these.
Kinda surprised I didn't go into all the nitty-gritty details when writing this one. Like, I could have talked about the higher poly models more, Jon's presence, the improved UI and higher quality music, the improved courses and how cool it is that you can actually play with your friends on Garfield Kart for the first time. I feel like this entry coulda' had more potential, to be honest. But eh, oh well. It's what it's, I suppose.
That picture of Jon reversing in his kart is super cute, though. Look at him, he looks so polite and goofy....
Cheers,
Your Local Jonnoisseur
Posted on the 20th of July 2022, 7:00 am
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shoezuki · 2 years
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Literally Just noticed the news comment section thingie bc usually I just like and reblog then continue on.
Tried to click in how I usually do and noticed that the like/reblog/comment thing look wack then realized o couldn’t click in bc they REDID IT???? AND IT LOOKS??? LIKE INSTAGRAM????
…I hate it here
Its so WEIRD the updates they did to posts like why did they make the ui on posts so. Spread out. Please god please bring them back together.
I click on my posts n see the number of rbs but it only shows me like 3 n im always confused
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everygame · 4 years
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The Outer Worlds (Xbox One)
Developed/Published by: Obsidian Entertainment / Private Division Released: 25/10/2019 Completed: 28/11/2019 Completion: Finished it and I believe every side mission bar one: Parvati’s companion quest because she’d die in the middle of the conversation and botch it due to a bug. Classic. (This is now fixed.) Trophies / Achievements: 685/1000
So! I’ve previously written about Fallout: New Vegas here, which was a chocolate cake that I just ate and ate and ate and loved until I’d eaten too much and I got sick of it. And that’s even with that as bakers, Obsidian are somewhat famous for not getting the cake in the oven in time and leaving it a bit undercooked (which Fallout New Vegas definitely was) or even just forgetting stuff so it’s like you bite into a slice and there’s like a spoon in there because they didn’t notice when they mixed the batter.
I was feeling pretty good about the Outer Worlds, though! Even if they somehow managed to saddle it with a name where you’re like “the Outer Wilds. No, wait. The Outer Worlds” at first. No Bethesda this time to rush them and a planet-trotting adventure that made me think it might have a bit of the Alpha Protocol about it (which I loved, loved, loved, and recommend totally). 
Anyway, I waited a couple of weeks in case there was a need for a quick patch after launch (I should have waited longer…) and after the usual “spend half an hour shaping your face which you never see” I got started and… I wasn’t super feeling it.
I’m not sure why the first area--which does exactly what I had wanted Fallout New Vegas to do, which is set you up with a town to deal with the conflicts of--didn’t work for me, and actually I think I’ve mostly worked it out because it’s a discomfort that never went away: the game’s UI is imperfect (all the text is too small, and the windows that pop-up obscure your view of your inventory, which is such a sin) and the balance and economy is totally out of wack.
Like… I never really understood if there was an actual difference between light or medium armour, and yes, the game is quite open, but there’s a really poor sense of progression. It seems like it’s locked to your level somewhat, but it’s also the interesting decision that really the game seems like it wants you to be able to just pick the gear you like the skills of (or the look of) and upgrade it, but it just ended up making picking up or stealing everything you see seem like a waste of time (even though I still did it.) Never mind that if that’s your plan you basically have to make it your goal to upgrade science to 100 asap so you can upgrade everything far more cheaply.
Indeed, even the leveling is a bit weird, with tons of perks that just aren’t that great and complexity that doesn’t make it that much more interesting (sure, I like having persuade, lie and intimidate. But wouldn’t it be more interesting for intimidate to be tied to your combat abilities, or something? And they’re almost always offered as a “pick the one of the three you’re higher in” dialogue!) I really found the core systems of this, yes, undercooked.
And what about the story? Well, there was definitely a window in the middle (say Groundbreaker/Byzantium/Monarch) where loads of things are happening.It’s fun! But above I said “there’s a really poor sense of progression” by which I meant in the systems,and the story weaved here really hammered home that there’s no sense of progression from Obsidian either. It’s very much the same thing they did in Fallout New Vegas except it’s somehow even more limited. There are lots of factions and yet only rarely will you do stuff to piss them off (unless you storm in and kill everyone, really) and because their goals don’t seem to affect others you can do almost the entire game playing every side without feeling anything (or even really causing any issues; I helped the baddies until a couple of hours from the end and it made no difference.) Now, Obsidian could definitely blame me here for trying to do everything in one run, because the game seems to get more interesting when you try to speedrun it (you know, kill this person to jump ahead, etc.) but that doesn’t really feel in the spirit of it. If they really didn’t want you to do everything in one run well they could just make the interactions between the factions more dynamic and affected by your actions.
I understand the tendency, but not every situation is A Fistful of Dollars. I played this for something like 28 hours and was definitely tired of it by the end, and I think how much more I’d probably have enjoyed it if, for example, I’d only been able to choose a few companions, do certain missions, have pissed off more people by doing those missions, and visit certain places, and been done in 8 hours. And then done it again, this time as a totally different character getting into different situations.
It’s definitely not that I didn’t enjoy this, but I was really quite underwhelmed despite happily ticking off every quest and blowing enemies heads off. I do think Obsidian have to think more about how to use their skills to make broader, more dynamic games rather than longer ones because it was frankly, tantalisingly close here.
Will I ever play it again? In the time between me originally writing this they fixed the companion bug, so I should, out of sheer bloody-mindedness go back and complete Parvati’s questline, but I’m struggling to get my dander up for it.  I kind of wish I found this compelling enough to run through it again faster as a stupid, melee-focused mercenary but the balance is so off I think I’d just find it frustrating (I played this on hard, and it was sleepy easy until the very end, and Supernova has a bunch of annoying quirks like “limited saving” which is just so annoying. I like when I have to eat and sleep in games, just let me save when I like!)
Final Thought: I do think this comes across as a total bummer of a write-up so I’d like to note I really did enjoy this a lot for most of the running time even if I was a bit unsure at the beginning and a bit tired of it at the end. My suggestions: Concentrate on the dialogue skill you like, hack, lockpick, a weapon skill you like, but otherwise get science to max asap, allowing you to pick gear you like and just upgrade that. Then, concentrate on the main quests and take side-quests if you feel like it or need the money/experience. Kill people who piss you off; don’t try and play all sides. I’ll bet that makes all the difference.
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archieaki · 5 years
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Design Prototyping Fundamentals - Post Mortem
This post mortem will cover my experience with coding and game prototyping. No doubt a valuable experience.
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Pickle Tank
Programming practice
To introduce the unit we started to familiarise ourselves with programming leading to learning the coding language known as C#. Additionally we were taught how scripts interact with Unity and how Unity does most of the heavy lifting for us designers. I’ve had programming experience in the past however I struggle with thinking like how a machine thinks. That is why the coding projects were very helpful in teaching the basics of how to do things like movement, if statements and so on. Along with the in class practice I now feel more confident in my least confident field.
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A slice of the workflow (and how a tank is supposed to work)
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Using C# with Visual Studio. Colourful
Prototyping Game 
Prototyping a game comes in a few stages. A short Game Design Document that only needs the core mechanics and a concept, an Object interaction Diagram (OID)  is kinda like a game loop/ flowchart however its purpose is to identify what things interact with other things. A paper prototype, physical prototype, Alpha/ Beta testing and finally debugging and review. 
My initial game idea was to make a cooking simulator where you serve coffee by clicking on the right ingredients to make the right coffee, but before committing to the idea I had a change of thought thinking that this game has been done before and I want to take my own spin on it. So I thought of a new concept where you run around your shop to collect ingredients and then drop it all in a wok! Drop wok was the name. I found that this idea sounded much more engaging and interesting so decided to continue further. 
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Coffee Shop Idea
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First sketch of new idea
My OID should have been my first hint that this game concept had way more moving parts and complexity than initially thought, but I continued to believe I had thought everything though and went on to prototyping. The paper prototype involved diagrams and drawings of what the level would look like and how the mechanics would be represented. For example I sketched various ideas of how the player would hold the ingredients slowly improving on it. Continuing the  Physical Prototype was an interesting challenge as now I needed to truly test the mechanics for the first time and it led to better insight on how I wished for the game to play. The most important part was designing the throwing as i wanted it to intentionally play a big role in giving the player the sensation of BAM! Wack! Tossing food feels good! So I created a mini figure that had arms and a plate of “food” (large metal screws) that had elastic attached to the arms so you could pull the rubber back and let the food fling down as you let go. Doing this really cemented the idea of quick iteration and how it’s vital in making anything really. 
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Dropping interaction 
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complete physical prototype 
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“Dropping” food into “wok”
Programming game 
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Alpha Scene 
This was by far the most trouble I have had so far and programming the game I envisioned taught me I had grossly overestimated my ability to adapt and learn coding. The first issue was that during this unit I could not practice at home until about half way through the unit, not being able to learn the basics at home but still having to work on the game I had to rely on a lot of help to get my game to function. During the Alpha testing my game was still not ready for playing, same goes for Beta testing. This was heavily due to the complexity of the game which I did not know how to code on my own such as the interactions with the wok and for not having enough insight to understand the true scope of the game. The best example of this mistake was when I was thinking of the player wok interaction, only thinking it's just dropping something into a thing but code does not fill in the gaps like a human. You must implicitly tell it to: 
Indently items held
What happens if its correct and what happens if its wrong
Clearing what the player is holding
Clearing the wok for the next order 
Resetting timers 
And so on. By the time the game was actually ready to be playable with UI, sounds and prompts not just being displayed in the Debug log the unit was already wrapping up. 
My game was ready and met the deadline despite the situation and overall I’m proud of what was done and happy that I had a game ready to be played. And it could have not been achievable without the overwhelming help I received. The clear lessons learnt were
Understand your scope completely down to the spec 
Know your capability and wok, your way around that   
Prototyping is great for making ideas into reality quickly and effectively 
Thats all of this post mortem, thanks for reading.
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All Done!
Footnote: 
As much as I did struggle with coding my game I did grasp an understanding of all the basic coding that was taught and to my surprise the coding exercises weren’t troubling at all. Still I’ve made it a small goal to understand more about coding and continue practicing it as it is my weakest area. Also yay I’ve kinda caught up so I’ll be able to do more then just post mortems now.  
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guild-guardian · 5 years
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Spoiler Free review of “All or Nothing”
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After a cut because long post, many words, skritt math. 
The Story (No details)
Overall it's probably one of the best executed episodes worth of story that they’ve released in the last couple of Seasons. 
The Final Battle is more akin to the kind of scale you see in the Zorah Magdaros battle in Monster Hunter World than you’d expect to find in GW2, and that was a huge improvement compared to previous Elder Dragon battles. Having an active role in the battle, along with the NPCs not just “swinging their sword Oh look they swung it again” at trash mobs, and actually being useful- firing siege weapons, fighting mobs, picking you up if you get downed
So many call backs to minor named NPCs- some personal early personal story, and others from pact/priory/vigil etc It lead to a feeling of being surrounded by familiar faces as you lead the charge.  The short piece after the battle was also a well designed experience- the lack of UI and the “damage” lines that you felt when Balthazar killed you in PoF, further push the “oh fuck we’re pretty badly wounded”, along with the forced walk/limp and fall to our knees when we try to hop down along the uneven floor. The main character’s animation here was excellent and slow pace allowed Anet to sculpt a tightly designed experience that is as shocking as it is memorable. I won’t forget that last visual.
Brandon Bales and Debi Derryberry probably did the best voice work in this episode (imo- I haven't played it through on a non-sylvari male). It was extremely immersive and I totally bought what was happening as they expressed it.  I appreciated that the Zephyrites’ song/choir got further development, and how its relevant to the story just made it a really nice touch overall. 
I did think it felt very short- only 3 instances. It may be that they pushed the pacing to emphasise the commander rushing headlong and gambling dangerously on the first ideas that come to them, and they do love a cliffhanger at the end.  It ends on a flat note though, you can’t even interact with story NPCs after you finish it- nothing in the shiverpeaks map changes, no dialogue no “I’m just checking in” updates, nothing.  Final Note: WHERE ARE KASMEER AND MARJORY 
The Map
Huge! Ruins! Subterranean structures! Exploring! Absolutely nailed the Guild Wars 1 Shiverpeak atmosphere.but uh...not much to do past that. 
The Thunderhead Keep meta is fun- I love defense events that allow us to set traps, build barricades and ballistae. The Boss is TOO BRIGHT. It is impossible to see even with effects turned down and post processing off. Anet needs to reassess their priorities with visual telegraphing because right now you can’t see a thing, never mind reacting to the thing. 
Minor Quibble. UH WHERE DID THAT CLIFF AND PIT COME FROM? I’m pretty sure that the mountains just...continued north of the keep in GW1, and a little further north you’d come to the Mursaat teleporter to Hell’s Precipice. 
The dredge meta is...hard to get people to defend the 2nd and 3rd drills- I’ve yet to be successful on this one. 
The delay between meta active times feels a bit long, and perhaps its just the layout of this one, but there isn’t much notification if North or south meta is happening/how long until X etc. 
I don’t like that Map Completion can’t be soloed- Both metas are required. Unless you find a friendly mesmer or buy the Light of Deldrimor from the TP. 
Past the Metas, I’ve seen maybe 5 or 6 events tops on this huge environment. That is pretty woeful. I get that this was probably a high budget episode with two cutscenes, unique character animations and PvE environments built to scale with the GW1 counterparts (why did dwarves build so big anyway?), but the overall quiet map is a bit of a let down- considering the variety of content available in Jahai.
I adore the skritt/priory interactions, and an above ground village of Dredge being shown in in a positive light. Even if literally every member of the survivors has had to kill their friends and family with their own hands. 
The Mastery 
Heavily Situational and will take some getting used to. It doesn’t have that immediate “Good Feel” as mounting your griffon midair or while gliding. Being “animation locked” for most of the launch prevents you from gliding or re-mounting, so you just plummet for the most part and lose out on any air you might have hoped to gain from using it. 
At least we can be thankful it wasn’t required to complete the story or meta.
The Fractal
Dreams: Crushed Hopes: Sundered Orr: Ignored.  Instead of picking an interesting pirate/corsair character that could use a bit of story development, they go with the boisterous ghost from the Lion’s Arch Jumping Puzzle. 
This fractal is short (at T1- it’ll likely have more complexity as you go up) and very sparse on story. The music is good, and the environment is good. Dessa continues to be the shining star of most fractals with her responses to the situations she gets to observe.  Probably won't be the new Challenge mode fractal that people were hoping for, but the fight mechanics are fun and different. 
I’d appreciate it if Anet could relinquish their choke grip they’ve had on talk like a pirate day 2012 that seems to permeate all of their pirate related content- it always feels kind of like even the characters themselves don’t take themselves seriously. There's just something pretty wack with them.  (and I’m not talking about all the landlocked core game pirates just living in lakes barely big enough for their bases) That’s Enough. 
The Legendary
Probably one of the nicest they’ve done in a while. Initially I was put off by it- the official preview of it in the reveal trailer didn’t really show it off very well- not the steps, aura or on-draw effect. However on this video from someone who got it before release, they point out a few things about it that really sell it for me.
I love the scorch mark on draw, with the dubstep twangs the most. A little disappointed that Range LB 5 is unaffected- it could have been very pretty (ie spirit bow active visuals).   It's a very refined weapon that will certainly suit a lot more characters than Kudzu, and I’ll probably make it after I finish Ipos. In like a year.
The Music
Knocks itself out of the park in a home run touchdown or however sports works. The choral piece for Aurene is very beautiful, and I especially appreciate the tarir motif used towards to the end of the track.  Re-used GW1 themes in the map give a very nostalgic feel, and the fractal has a unique Shanty theme, along with what was used for this year’s Festival of the Four winds. 
OVERALL SCORE 7.5/10
The story is moving and immersive, the encounters well designed and well executed, however sparse event placement on the map kinda gets :/ from me. 
Fractals continuing a trend of “we can do anything in the history of tyria- but lets focus on the boring parts” is also disappointing. 
PS. The .5 comes from the Skritt writing and voice acting.  So pure and wholesome. 
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justalittlemango · 2 years
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17/11/2021
I don't quite know what's with me today. I feel the seasonal depression taking over me once again, as typical with every winter I guess. I don't really know.
I shouldn't feel like this. I should be happy and proud of how far I've come. I'm in my final year of university, also working at a part time job at a supermarket. I'm earning money, as well as financially supporting my parents. I have the company of my family. Yet for some reason, I still feel wack. I don't know why. Why doesn't my mind realise it could be a LOT worse right now? But it's not. Things are great from a different perspective. I'm in a happy long distance relationship. Living with my parents. Not having to pay a fortune on rent at a student accommodation. Studying and learning. I found my thing which is UX and UI design which I enjoy.
So I guess I need to think about the things that are making me think negatively.. and what is that? I guess first things first, my wild ass sleep schedule. Sleeping at 7am and waking up at 6pm or something wild like that. Idk. The thing is, if I didn't have this schedule, I wouldn't have time to chat and chill with my bf since he's 5 hours behind, and tbh.. most likely I would have struggles with my insomnia anyway. I feel like with my circumstances, it's not bad. Especially considering I work night shifts , 9pm-4am. But missing out on the daylight does seem to have an adverse effect on my mood. It's just night time and dark everytime I go outside.
I also feel lonely. I think this is the largest contributor. Tbh I probs wouldn't even care about the sleep schedule if I had peeps to play with every night or something. But yeah I ain't got that anymore. I ain't really got no one to play with anymore, just casual chats. And I can't help but feel boring and that I'm kinda digging myself a hole since I'm going deeper into my.comfort zone again.
Yeah that's a big one..not having that does make me feel pretty uh. Wack. Just.simoly put. 🤣
I feel things are messy. I miss living in Cheltenham tbh. I miss that house and even living with those roommates despite us never talking to each other. It just felt nice and fresh. Also despite the fact that I'd sleep through my lectures most the time. Living in the house I'm in with my parents, I love being with.my parents, but this house is just.. it's a health hazard. The mould and everything breaking and not even being able to use the shower or see what you're doing in the bathroom is a bit crazy. 😳
I miss being able to physically attend my lectures. Even if I didn't really bond with anyone. I just missed that. Something to get me up and out of bed most days of the week. I guess being online and feeling like a second priority isn't really going all that well for me lol.
I'm also on that whole "I dislike my country " sort of thing. I hate the weather here and I hate how it gets dark so early and I hate that I can't really even feel safe when out and about. Idk that one is a bit of a iffy one.
I should be happy though! I'm literally going on a winter break in like 6 weeks time and getting my paycheck this week. I should be happy. I should be excited. Getting to meet my bf for the first.time is going to be the best time of my life. I love spending time with my bf, even if it's all been virtual so far. It's been worth it to hear his sweet voice. I admit I still feel weird about the age gap, since he's 18 and I'm 24. I shouldn't feel weird but eh. I know some people would see it as strange.
Another thing, my ex. He seems to keep jumping on my mind for some reason, and worse of all my mind is allowing it to happen. I don't like thinking about him, especially being in a happy relationship, but I still do. Idk why. Maybe in the slightest sense I miss the times with him and his friends. Despite it also being 8 months ago that he and I split up!! Why am I like this!! And also despite him being a narcissistic abuser and hurting me like nothing has ever hurt before. Idk why I'm like this.
So I guess it's all that.
I feel one of the main things that would solve this is just having a friend group who I can chat with in servers like p much everyday and play games together whenever we can. Like I would be happy with that. But everytime I've been lucky enough to get into something like that, it all comes crashing down. It's why when I am in those situations, I feel grateful and lucky but also know that it won't last. For some reason, socially I am doomed. I seem to have some shit luck with that
But anyway
I should really focus on what really matters, my boyfriend and my family. My studies and my career. That's what's keep things going rn. I guess things can't be perfect right? And if I had a good sleep schedule, ideal work hours and a friend group that would be asking too much. Understandable I guess. I should be grateful for what I have rn.
I can try take some vitamin D supplements to help me. Maybe do some short workouts everyday or something. At least it's a start. And also maybe having some self discipline and waking up at a decent time instead of getting up in the evening hours like some kind of hermit.
And try to stay optimistic. Like hey, appearance-wise this is the happiest I've been with it. I'm in an amazing relationship that's been nothing like the last ones. It's just been great and I get to meet him soon. And fuck anyone who thinks it's weird, it's none of their business! If I want more friends, I should do my discord server hunting again, I mean hey it worked before. If I want to attend classes in-person, I should alter my student finance application and tell them I'll need additional financial support after Christmas so I can move into student accommodation for the next year. With that, I can also ask for a store transfer from my manager. Set alarms for early hours and actually wake up / get out of bed when it rings..
See I know exactly what I need to do.. but I have to question whether these things are exactly what I want. Like leaving this house might get me homesick again and it'll only be for 6 months before I need to move back again. Fixing my sleep schedule means I'll get less time to chill with my bf. Altering my student finance application most likely won't be approved until a while after the new year. Discord server hunting could work but it'll be hard to find them for the games I want.
So yeah, I have to make sure it's what I want. Maybe the things I can do is find a friend group and wake up early, do some.exercises etc. We'll see how that goes first.
Ajskskdkfjfj idk why I'm like this.
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finlaylawesgamest1 · 4 years
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Week Three Home Study [Thursday: UI-UX]
What is UI
At the most basic level, the user interface (UI) is the series of screens, pages, and visual elements—like buttons and icons—that enable a person to interact with a product or service.
Why is it important?
Simply put, a good User Interface is important because it can turn potential visitors to buyers as it facilitates interactions between the user and your website or web application. ... An interface is a point where a users interact with the website they're using.
What is UX?
UX design is the process of designing (digital or physical) products that are useful, easy to use, and delightful to interact with. It's about enhancing the experience that people have while interacting with your product, and making sure they find value in what you're providing
Why is it important?
To put it simply, UX is important because it tries to fulfill the user's needs. It aims to provide positive experiences that keep users loyal to the product or brand. Additionally, a meaningful user experience allows you to define customer journeys on your website that are most conducive to business success.
The difference between UI and UX
“User experience (UX) is the interaction and experience users have with a company's products and services. ... User interface (UI) is the specific asset users interact with. For example, UI can deal with traditional concepts like visual design elements such as colors and typography
What is a wind and lose screen?
A win screen is a little pop up icon that will either cover the majority fo your screen or a small portion and will say something like YOU WIN! to indicate that you have completed the level or the game. Some are more flashy than others with having explosions of colour and some are more basic.
A lose screen is a screen that pops up typically if you die or in fail a task in a game and its like the win screen in the fact that its a pop up icon that will cover your screen of a small portion and will say something like YOU LOSE! it is the exact same thing as a win screen but flipped.
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What is my opinion on this post?
https://medium.com/super-jump/top-5-best-video-game-uis-db941d6a9357
I agree with the person’s opinion in this post because they display that some games just wack on a clunky interface that doesn't look tidy nor does it look and nice and clean on your screen. However the person say’s that game’s used to be more common with the clunky low designed interfaces and as the years have gone by video game company have become to realise that the effect of a nice well designed UI can give an extra kick to the game that it may need.
What is the best User interface you have used in a game? And why?
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The best UI i have ever used will have to be from star wars republic commando’s because as a star wars fan you always wonder how it feels to wear the armour from a clone/RC and playing this game and having this UI brings that experience. We get the actual visuals that a clone would have with their visor and we get an ammo counter on the bottom area’s. This UI brings useful factors such as ammo, health and other important things on your screen and displays visuals that a clone will see that all star wars fans have wanted experience so without having it will Lessing the experience of the game for many players.
A death screen that I would definitely not use would be: Missile Command (Arcade, 1980)
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This is a prime example that I wouldn’t use because the flashes it brings become highly annoying and of putting. When you have a death screen you want it to be fast and subtle but this just drags out with a long repeating series of flashes that over time says the end. And if your playing a game like this at night your eyes are just going to strain after playing this.
House of the Dead (Arcade, 1996)
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This death screen is just awful and very low quality, It is just plain text saying ���’game over’’ which literal scribbles over it. A death screen needs to be something that fits in and looks good, give it some detail and creative features that makes that particular death screen significant and Remembrall.
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