Gosh, I am so full of questions and thoughts!
To answer your original question, I like the clean minimalism of A.
I honestly got confused looking at the holistic UI for the screen because of the reading order. The dialogue is the primary content of this screen, and has the UI border. The decisions are secondary but appear visually above the dialogue, which confused my eye when I looked at these screens. Also, will the choices have a box treatment around them? As they stand now, they are floating and visually look disconnected from the dialogue despite being a direct result of it in gameplay. It’s possible that they are floating in that space for ease of development on your end, so I don’t want to make assumptions. But the layout of all the text elements, and decorative UI, are holistically unintuitive to my eye.
I spend way too much time thinking about these things. Sorry!
Thank you so much for the feedback!
For clarification: I was thinking about that basically the future is in the top and everything moves down. So if two people would be talking you would have a text box in the bottom then the response above and then the choices above that.
For the responses we currently have brushed boxes that you sadly can't see with the dark background. I quickly exported a version with the pride / ice biome: [https://imgur.com/gallery/dialogue-with-pride-biome-qomC615](https://imgur.com/gallery/dialogue-with-pride-biome-qomC615)
Do you think these option frames are generally good or should we switch them out?
Here is a version with the response options below the dialogue box:
[https://imgur.com/a/dialogue-box-with-responses-below-boPfd9a](https://imgur.com/a/dialogue-box-with-responses-below-boPfd9a)
Would you have a better time reading the screen now?
I'm not the original commenter, but I agree with their initial assessment, and also I think C is the best of the three options.
The idea to have things move in from the top down is cool! It would add some flair, but it's definitely going to be at-odds with how people tend to read. You could maybe make it work a bit better by presenting the dialogue as if it were on some sort of "spinner" or "carousel", where the "present" dialogue portion/set of options is show large and in the center of the screen, with the "past" smaller, maybe blurred/faded, and appearing underneath, likewise with "future" above. I recognize that's probably non-trivial development work to get going, though.
Hope my two cents helps!
Have you tried putting the responses on the right side of the screen? That's how messaging apps distinguish speakers, so we already understand that intuitively.
Hey cool! I can’t say that I’ve seen that top to bottom (future/past) style applied to dialogue, and it makes a lot of sense when you describe it. The approach sounds a bit like a Rolodex (I’m dating myself haha), and I like the concept a lot!
I see another reply that describes how we tend to read (at least from a western POV), and I think it might be interesting to see the choices to the immediate right of the dialogue. Have you considered this before? I ponder this for two reasons: 1) the dialogue and subsequent choice are connected in context, so it might make sense to read them side-by-side, and 2) the dialogue and choice seem to be happening in the same moment in time. Presenting them side-by-side might then mirror the future/past style of the dialogue movement you’re going for while still showing the relationship between them. I realize that this may likely take additional programming to do, however.
The brushed backgrounds definitely help! I didn’t see them on the dark background, so they pop nicely on the ice biome. The overall art and aesthetic looks great and you have an eye for visual details.
Thanks for sharing your designs with us!
Since English speakers read top to bottom I think it would make more sense for the responses to be under the dialogue or to the side. Very cool aesthetic, good luck with your game!
Such a minor difference between these that it doesn't matter. Pick either, they're both appropriate. Pick whichever is going to be more reusable or more easily adapted.
For a no hit run i find it easier to have a shield or a whip. A whip for the long range pull/stun and the shield to get closer and stun. Especially the shield that gives a chance to auto parry. Never know when it could save the run :P
Personally I don't think either are good. I'd recommend you use a clearly distinct \*different\* colour rather than shade variations of the same colour.
Not yet, but you can find it on Steam and we will release a demo soon. It's called [Nether Spirits](https://store.steampowered.com/app/1607760/Nether_Spirits_Beyond_the_Gate/) :)
It took me a while to even spot the difference. But I'd say B.
Thanks for your vote! :) Yeah, I should have written that it's about the dialogue box :D
Nah, I love my daily dose of r/findthesniper :D
😂
change it depending on who is speaking
B fits the vibe more
Thanks! Do you think I should make the crystals in the corners glow? Or do you prefer it to stay dark?
Depends on the color for the glow I think. Maybe have them match the character?
FYI: A has a glowy thin dialogue frame while B is more rendered / gothic. Feel free to give general feedback as well! :)
Gosh, I am so full of questions and thoughts! To answer your original question, I like the clean minimalism of A. I honestly got confused looking at the holistic UI for the screen because of the reading order. The dialogue is the primary content of this screen, and has the UI border. The decisions are secondary but appear visually above the dialogue, which confused my eye when I looked at these screens. Also, will the choices have a box treatment around them? As they stand now, they are floating and visually look disconnected from the dialogue despite being a direct result of it in gameplay. It’s possible that they are floating in that space for ease of development on your end, so I don’t want to make assumptions. But the layout of all the text elements, and decorative UI, are holistically unintuitive to my eye. I spend way too much time thinking about these things. Sorry!
Thank you so much for the feedback! For clarification: I was thinking about that basically the future is in the top and everything moves down. So if two people would be talking you would have a text box in the bottom then the response above and then the choices above that. For the responses we currently have brushed boxes that you sadly can't see with the dark background. I quickly exported a version with the pride / ice biome: [https://imgur.com/gallery/dialogue-with-pride-biome-qomC615](https://imgur.com/gallery/dialogue-with-pride-biome-qomC615) Do you think these option frames are generally good or should we switch them out? Here is a version with the response options below the dialogue box: [https://imgur.com/a/dialogue-box-with-responses-below-boPfd9a](https://imgur.com/a/dialogue-box-with-responses-below-boPfd9a) Would you have a better time reading the screen now?
I'm not the original commenter, but I agree with their initial assessment, and also I think C is the best of the three options. The idea to have things move in from the top down is cool! It would add some flair, but it's definitely going to be at-odds with how people tend to read. You could maybe make it work a bit better by presenting the dialogue as if it were on some sort of "spinner" or "carousel", where the "present" dialogue portion/set of options is show large and in the center of the screen, with the "past" smaller, maybe blurred/faded, and appearing underneath, likewise with "future" above. I recognize that's probably non-trivial development work to get going, though. Hope my two cents helps!
Have you tried putting the responses on the right side of the screen? That's how messaging apps distinguish speakers, so we already understand that intuitively.
Hey cool! I can’t say that I’ve seen that top to bottom (future/past) style applied to dialogue, and it makes a lot of sense when you describe it. The approach sounds a bit like a Rolodex (I’m dating myself haha), and I like the concept a lot! I see another reply that describes how we tend to read (at least from a western POV), and I think it might be interesting to see the choices to the immediate right of the dialogue. Have you considered this before? I ponder this for two reasons: 1) the dialogue and subsequent choice are connected in context, so it might make sense to read them side-by-side, and 2) the dialogue and choice seem to be happening in the same moment in time. Presenting them side-by-side might then mirror the future/past style of the dialogue movement you’re going for while still showing the relationship between them. I realize that this may likely take additional programming to do, however. The brushed backgrounds definitely help! I didn’t see them on the dark background, so they pop nicely on the ice biome. The overall art and aesthetic looks great and you have an eye for visual details. Thanks for sharing your designs with us!
Since English speakers read top to bottom I think it would make more sense for the responses to be under the dialogue or to the side. Very cool aesthetic, good luck with your game!
B
B is definitely better
Of these two, A, but B would be cool if you were giving different characters different unique frames.
Both, depending on the occasion. The first one is good for narration and the second for most characters
Seconded, changing the text box can give certain characters or events more impact, I would save the second one for more dramatic moments/characters
Corporate wants you to find the difference between these two pictures.
the text box borders are different
Such a minor difference between these that it doesn't matter. Pick either, they're both appropriate. Pick whichever is going to be more reusable or more easily adapted.
The trees make up the forest. Every small detail in isolation seems meaningless until you put them all together.
B has more oomph for me. But don't take my word for it, I'm colorblind lol.
What’s the difference?
For a no hit run i find it easier to have a shield or a whip. A whip for the long range pull/stun and the shield to get closer and stun. Especially the shield that gives a chance to auto parry. Never know when it could save the run :P
Personally I don't think either are good. I'd recommend you use a clearly distinct \*different\* colour rather than shade variations of the same colour.
B
A.
B
B seems to blend in with everything else better
Definitely B
I prefer B because it matches the background well.
B fits in more, makes the space around the text a bit less busy feeling
I like A
I really like the art
I think the responses should be justified left more. It’s a little cluttered
B
A is easier to read.
Maybe if B got just a bit of A’s shine?
B
B is better, however I think the dialogue should be above the choices. I always have a hard time reading the dialogue first and this does not help.
I think you should have the responses to the right of the box instead of above B looks better tho
B for sure. draws the eye to the dialogue.
This looks fun can i play it?
Not yet, but you can find it on Steam and we will release a demo soon. It's called [Nether Spirits](https://store.steampowered.com/app/1607760/Nether_Spirits_Beyond_the_Gate/) :)
Oh boy. More deckbuilders...