PC Alpha 18 Dev Diary!!

Alpha 18 Dev Diary!!

  • A18 Stable is Out!

    Votes: 2 66.7%
  • <img alt=":)" data-src="" src="___base_url___/applications/core/interface/js/spacer.png" />

    Votes: 1 33.3%

  • Total voters
    3
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I might piss people off but my intent is to help them.
I really enjoy a game that has an easy "learning curve" but forces me to think, consider and plan how to put what I have learned into practical use Mid and late game that appeals to me the most. Playing within the Alpha Stages of 7 Days is fantastic for me as the changes keep coming to a base game system I enjoy.

 
No wonder Steve Jobs made Apple so freaking valuable ... he was one of the few who knew the value of visual design in technical products. If some engineer would have said: huh, the UI looks fine, we have more important things to do ... well, that would have ended badly for him.

 
No wonder Steve Jobs made Apple so freaking valuable ... he was one of the few who knew the value of visual design in technical products. If some engineer would have said: huh, the UI looks fine, we have more important things to do ... well, that would have ended badly for him.
"the UI isn't difficult, you're just an idiot"

- The reason we don't let engineers (or mathematicians) near UI design.

 
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No wonder Steve Jobs made Apple so freaking valuable ... he was one of the few who knew the value of visual design in technical products. If some engineer would have said: huh, the UI looks fine, we have more important things to do ... well, that would have ended badly for him.
Yes, because the importance and impact of the user interface of an operating system and the user interface of a first person open world video game must be congruent...

/smh

 
Yes, because the importance and impact of the user interface of an operating system and the user interface of a first person open world video game must be congruent...
/smh
(Sidenote: Thats why Apple got so rich)

 
I wonder why you redid the icons then.. they were not in the Kickstarter, they were functional and nobody cared about them.
Don't get me wrong, I love that you improved them. I'm just saying there is incoherence in disregarding any UI improvement as not worth it, but them do the icons over.
He said further on that in the case of the icons they were blurry at some resolutions.

I think there is probably a difference between fixing blurred images and changing a color palette for aesthetics that not everyone shares. Blurry images are definitely a problem that is not a preference issue. Whether the UI is "slick" enough or has pleasing colors is going to vary person to to person.

 
Yes, because the importance and impact of the user interface of an operating system and the user interface of a first person open world video game must be congruent...
/smh
I'd have to say the User Interface, a major part of the program that the displays relevant information to the player, should be as high on the list as the character controller. Both are fundamental to the way the player experiences the game. If that experience is bad it _will_ turn players away from the game.

As it stands the UI is okay but it's not exceptional... or even above average.

 
(Sidenote: Thats why Apple got so rich)
Which is my point. Apple got rich focusing on what was important for the type of program they were pushing. I also want TFP to get rich by focusing on the most important aspects of their program. And I submit that for 7 Days to Die it is NOT the UI.

As I said, if they spiffy them up some more AFTER the important stuff gets done then yes, I'm always for more gravy.

 
New players will not see the difference in weapon-damage at the gameplaytime of 50 hours, or if and how zombies manage to find underground structures, but they will see the UI as one of the first impression of the game.

Its one the the most important aspects for first impressions. (just as lighting, character model quality and general graphic fidelity, and some catchy theme-music).

And the UI is a pretty prominent part of the game, as its heavily invested in crafting, item management and character stats management.

A potential player might think: oh, that UI does not look that polished, maybe the rest of the game is not so either...

 
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This UI is just effective and usable as needed. No useless visual noise, no way to get lost in it. More stuff could just add more cognitive load for the user, which increases brain fatigue a lot at some point.

Whats next ? Animated smilies integrated in the ingame chat ?

Next #gate ?

 
Well...as a wise person recently said...I'm not qualified to debate it since I don't really care and think it is good enough in light of other things I believe are much more important to get done. I also never judged a game by its UI and passed on it because it wasn't aesthetically pleasing. I'll drop out of this debate having said all I wish to on the subject.

 
Which is my point. Apple got rich focusing on what was important for the type of program they were pushing. I also want TFP to get rich by focusing on the most important aspects of their program. And I submit that for 7 Days to Die it is NOT the UI.
As I said, if they spiffy them up some more AFTER the important stuff gets done then yes, I'm always for more gravy.
I would rather have 1 extra zombie model than a new UI

 
The UI is fine, people are just so used to it that anything new and flashy is "better".

Not saying the UI is great, because it's not...

 
I would rather have 1 extra zombie model than a new UI
Changing the textures of the current UI to something else will make no difference whatsoever to the amount of zombies. The texture memory is already being used, it's only the color value of the pixels that would change.

 
I'd rather have optimization, I have a 2080ti now and still dip to -30 fps on horde nights.
Of course, but i was trying to stay within the same ballpark of the type of work being done - visual design / art

- - - Updated - - -

Changing the textures of the current UI to something else will make no difference whatsoever to the amount of zombies. The texture memory is already being used, it's only the color value of the pixels that would change.
1 thing in common u missed , the work needs time and effort of a person. A visual artsy person.

 
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Reasons for Apple's success:

https://www.cnbc.com/2017/07/13/the-no-1-reason-apple-has-been-so-successful-can-be-traced-to-steve-jobs.html

“Apple is constantly evolving,” - none of that going on here. A17 anyone?

"His first order of business: to drop costly projects and streamline the company’s focus."

What has Madmole said on more than one occasion?

"Apple came up with new ways to bring in revenue by getting people to consume microcontent,”

"Jobs saw an opportunity to target music fans who wanted affordable music but didn’t want to drive to a store"

That's not to say UI didn't have a role:

"Apple took a different approach to its first iPhone in 2007 by adding a multi-touch screen. The simple, yet innovative design revamped the style of smartphones and propelled Apple as a leader in mobile technology."

I rarely state my opinion, but while it would be nice to have a nicer UI with elements that can be resized and moved to various places on the screen - it hasn't curbed my 4600+ hours of enjoying the game for everything else it does so well. (And, I'm currently playing around with modding the UI! Watch out Stedman! That's a thank you btw...)

AND - - Android has been 'stomping' iOS:

https://www.theverge.com/2016/6/1/11836816/iphone-vs-android-history-charts

It seems like 7D2D might be able to be compared to Android - because of modability.

(Does that make Rust more like Apple?)

 
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Of course, but i was trying to stay within the same ballpark of the type of work being done - visual design / art
- - - Updated - - -

1 thing in common u missed , the work needs time and effort of a person.
Fair, I'm fine with the UI as well. Wouldn't mind better, but have no complaints with it as is either.

 
1 thing in common u missed , the work needs time and effort of a person.
That person would be a graphic artist, a person with the least amount of influence on the frame rate.

The coding is fine, only the textures are basic.

 
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