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New Garage UI (mock-up inside)

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#1 Major_Major_Major

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Posted April 18 2013 - 05:18 PM

Hi all,

I just starting playing Hawken this past week and am absolutely loving it!  Except for most of the UI, unfortunately.  Changing the load out of my mech should be as simple and intuitive and possible.  So, while the technician patch was getting released (and most of the day before), I made a mock-up for a possible new UI for the garage.

Posted Image

The goal was to get all of the loadout information and be able to change equipment on one page while maintaining the general layout of the original UI.  I also wanted it to look appropriately futuristic with a bit of grunge.  Equipment icons would need to be changed (only did the detonator) to be more easily readable at the size.

It might be a little overwhelming for new players, but I think that is better than them not knowing how to change weapons at all (a problem I had until I really set my mind to it).

Let me know what you think!

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  • Hawken_UI_2_6.png


#2 YellerBill

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Posted April 18 2013 - 05:22 PM

I like this. Would click Like, but out of Likes again for the day. :P

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#3 Giar3579

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Posted April 18 2013 - 05:34 PM

WOW AWESOME!!!!!!!!!
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Keep it up and never give up

#4 SilentJacket

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Posted April 18 2013 - 05:39 PM

not bad, you should message scapes about it

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#5 Skullcamp

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Posted April 18 2013 - 05:54 PM

Very nice man, I like the fluidity!
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#6 OdinTheWise

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Posted April 18 2013 - 06:00 PM

I rather like this UI better and I am kind of a UI snob

because bow ties are cool


#7 hendman

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Posted April 18 2013 - 06:01 PM

It looks really elegant, and seeing the effect of weapon changes immediately on the mech info card, instead of having to go back and forth betwen the garage and the outfit screen, would be a great improvement. Don't know if there is a catch to this (Major_Major_Major will take the hint), but i am going to give this a like :)

#8 G4M5T3R

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Posted April 18 2013 - 06:24 PM

This looks pretty good.
I don't mind the current system, but I feel this is an improvement. The Devs should poke their heads in here.
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#9 Major_Major_Major

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Posted April 18 2013 - 06:26 PM

Thanks for the praise everyone, I'm going to do some more work on it tonight to make the info card look more like a projection than just a black box, I'll post the results.

View PostSilentJacket, on April 18 2013 - 05:39 PM, said:

not bad, you should message scapes about it
How would I go about doing that?  I'm very new here, but eager to contribute (clearly).  But I won't send it to the devs until I am >90% happy with it.

View Posthendman, on April 18 2013 - 06:01 PM, said:

seeing the effect of weapon changes immediately on the mech info card, instead of having to go back and forth betwen the garage and the outfit screen, would be a great improvement.

That is actually a big reason why I decided to do the mock-up actually!

Quote

Don't know if there is a catch to this (Major_Major_Major will take the hint), but i am going to give this a like :)
Catch?  I don't know of a catch.  Oh, except one.  Getting people's hopes up and not having it happen.  If it has something to do with likes, I have no idea.

#10 Major_Major_Major

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Posted April 18 2013 - 09:44 PM

Updated the Info Panel's backdrop to look more holographic/projected:

Posted Image

#11 Dread_Lord_Pitr

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Posted April 19 2013 - 04:32 AM

DO WANT !
All animals are equal, but some animals are more equal than others. -George Orwell's Animal Farm
BEGIN Pitr's GEEK CODE BLOCK
GCS d? s: a- C++++ UL++++ P+++ L++++ E--- W+(++) N++ o+++ K+++ w--- !O M-- V-- PS+++ PE+++ Y(++) PGP+++ t* 5(-) X R- tv- b- DI-- D- G++ e++ h* r% y?
END Pitr's GEEK CODE BLOCK

#12 Houruck

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Posted April 19 2013 - 05:00 AM

I usually love these 45° corners but it is not optimal on the left side (at the Berserker).
Edit: The vertical text on the tabs are also not for my taste.
But I love the overall design.
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Edited by Houruck, April 19 2013 - 05:01 AM.

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#13 erathic

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Posted April 19 2013 - 05:02 AM

Hi ! And welcome !
I also think that your UI suggestion is awesome !
However i would personnaly prefer something a lot more "holographic" and immersive,
in terms of visual aesthetic, as I (not very successfully) tried to explain on this post
with a lot less functional mock-up than yours lol  :

Posted Image

However, i read from the latest patch notes that some UI change are coming in future patchs,
so maybe you mock-up can help the Hawken team to improve the current garage UI !

Posted Image


#14 Frouste

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Posted April 19 2013 - 05:25 AM

View PostMajor_Major_Major, on April 18 2013 - 09:44 PM, said:

Updated the Info Panel's backdrop to look more holographic/projected:

Posted Image

Not very much different, I'd personally go for a cyan tint if it were holographic.
Otherwise this looks much cleaner than the current UI, I would use this.
"... And I gazed once more unto the looking glass, but with a clear and unclouded will..."

#15 KaszaWspraju

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Posted April 19 2013 - 05:39 AM

Primarily, ui proposed by @Major_Major_Major, is devoid of heavy and wide frames, He use much better available space, and it is still quite  clean, neat and legible.

Edited by KaszaWspraju, April 19 2013 - 05:40 AM.

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#16 Frouste

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Posted April 19 2013 - 05:43 AM

View PostKaszaWspraju, on April 19 2013 - 05:39 AM, said:

Primarily, ui proposed by @Major_Major_Major, is devoid of heavy and wide frames, He use much better available space, and it is still quite  clean, neat and legible.

The only thing left to do is to figure out how to implement this UI with Unreal3 coding...
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#17 erathic

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Posted April 19 2013 - 05:53 AM

As they seems to use Autodesk Scaleform there should be no problem i think. :)

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#18 m3talc0re

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Posted April 19 2013 - 06:10 AM

I'd sign off on this. I don't like the current UI either and yours is pretty much what I would've come up with. I think it's f'ing retarted you can't actually compare weapons while working on your mechs' loadouts.

#19 hendman

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Posted April 19 2013 - 07:22 AM

View PostMajor_Major_Major, on April 18 2013 - 06:26 PM, said:

Thanks for the praise everyone, I'm going to do some more work on it tonight to make the info card look more like a projection than just a black box, I'll post the results.

View PostSilentJacket, on April 18 2013 - 05:39 PM, said:

not bad, you should message scapes about it
How would I go about doing that?  I'm very new here, but eager to contribute (clearly).  But I won't send it to the devs until I am >90% happy with it.

View Posthendman, on April 18 2013 - 06:01 PM, said:

seeing the effect of weapon changes immediately on the mech info card, instead of having to go back and forth betwen the garage and the outfit screen, would be a great improvement.

That is actually a big reason why I decided to do the mock-up actually!

Quote

Don't know if there is a catch to this (Major_Major_Major will take the hint), but i am going to give this a like :)
Catch?  I don't know of a catch.  Oh, except one.  Getting people's hopes up and not having it happen.  If it has something to do with likes, I have no idea.


I thought your name came from the character in the Cath22 novel by Joseph Heller :D
The character in that novel actually has the rank of major in the US army during WWII, so his full name and rank is Major Major Major Major :)

#20 Dinre

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Posted April 19 2013 - 08:10 AM

I think this is a good topic to discuss.  The current UI is definitely overburdened and separates the info in a technical way rather than organizing around player tasks/goals.

Personally, I think the UI needs to use much more consistent cues for communicating affordances.  For instance, right now, the optimization page has little plus and minus buttons on containers, but in the equipment section, you click on the container itself.  It's not that players won't eventually figure it out; it's that the affordances are changed for similar-looking UI elements.

If the devs decide to address these two issues (organizing around player tasks and communicating affordances more consistently), then I think the UI would improve vastly.  I think this design by Major^3 is an intuitive reaction to these two issues but without consciously realizing the root problems.  It's a good start of the conversation, and we need to take it farther to reach something really good.

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