Code / February 10, 2011

UI Testing

Sometimes, you produce a UI that makes perfect sense to you, but when you introduce it to another player, they can’t follow it. That happened to me with Icefall’s UI bar. Originally, my layout placed the player character’s health and mana bars in the bottom left corner, with the player’s current target displayed next to

Read More
Icefall / December 5, 2009

The quest for an intuitive interface

One of the hardest bits about creating Icefall was getting the User Interface (UI) just right. Icefall’s chief inspirations are “old-school” role-playing games like Angband (aka Roguelikes: Nethack, Moria, Omega, ADOM all fall into this category). But these old-school games all rely on essentially a text-mode interface with a myriad of hotkeys. I want to

Read More