• 14 Posts
  • 515 Comments
Joined 3 years ago
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Cake day: June 20th, 2023

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  • vrek@programming.devtoGames@lemmy.worldEarly UI Peek
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    1 day ago

    An easy example, have you seen any doors which have a pullable handle on the door you are supposed to push? People try to pull them open. Building owners put up sign saying push but people keep trying to pull. Real solution, remove handle install plate. Plate is likely cheaper and will prevent the issue but alot of building owners don’t think of that, they just keep putting up bigger signs saying to push. Yeah if I ask you for are you supposed to push or pull and there are signs you will obviously know. It’s 730am, you are running late because daycare had a long line to drop off off your kids, you decide you can still get a coffee from your favorite shop, as you’re ordering your boss calls asking where you are because X is down, you try to talk yourself out of being yelled out as you walk out out of the coffee shop, you see handle, you pull. You have 150 things in your head, you don’t want to add in sign reading, you see handle you pull handle. You spill coffee all over yourself because it’s a push door. Now that coffee shop has a bad memory in your head. You may not directly connect it to the handle but that’s the true cause. The local shop loses some business, your mornings are no longer as nice, everyone loses.

    But now you know that you will see this everywhere…








  • vrek@programming.devtoGames@lemmy.worldEarly UI Peek
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    2 days ago

    Great, I saw a talk at a convention on how to make games accessible, would you be interested if I looked it up and sent a link? Tons of info on how to pick colors, how to use sounds, what are positive things you can do for people with disabilities etc…

    My favorite talker about general ui/ux design is Billy Hollis but the accessibility one was by a different person(best talker in general is Dylan Beattle).


  • vrek@programming.devtoGames@lemmy.worldEarly UI Peek
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    2 days ago

    After I made the post I also noticed “crystals” and “members” are the same color 😉

    For most people who aren’t color blind you could create a standard format and then put in a check box for color blind mode. If you want to go fancy, create catagories of resource types and then allow for changes in those colors. This not only would help out people who may not be able to see the difference but would make it much easier to allow for “themes” like a dark mode or light mode(just ui, not talking actual design of gameplay)

    If it’s “cartel vault” for upgrades, why does it say treasury in your screenshot? Personally I like vault or cartel vault better so I would change the label that says treasury but it’s your game…


  • vrek@programming.devtoGames@lemmy.worldEarly UI Peek
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    3 days ago

    I would also recheck your colors. For example you have revenue and treasury both green great. But then show xp and stamina as yellow, unless I’m missing a mechanic those don’t seem linked by anything but color. Plus this is personal preference but I’d like a visual way to color something as like good or bad. If my treasury is high but my revenue is negative my treasury won’t be high for long. Depending on how you are programming this, you could do this with brightness or with size or similar to like paradox games where you have 1 color for every type of resource but has a sliding color from red(bad) to yellowish(neutral) to green(good).

    If you take this advice and start changing colors, make sure the game is accessible to color blind people.