I know.... We kept all the default sc2 units because we wanted people to be able to play it without learning all the new buttons/units and all that. Otherwise we would have used all WoW models with custom units.
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I think the UI takes up a little bit too much space on the screen and also it looks very unbalanced, since most of the stuff seems to be on the right side of the screen. Try to scale it down a little bit and find a better balance. :)
The map isnt always there if you hit m it hides itself The Dialog at the bottom removes itself after 10 minutes and the Talent Dialog can be minimized as well can i get a little more feedback? then just the UI takes up too much space are we talking the game UI like buttons wire frame and other starcraft built in UI or the dialogs in the top right?
work in progress, buttons appearing when own hero is selected is special, custom leaderboard is collapseable via the button:
hero selection window for 2 teams:
top: monster info; bottom: belt, xp progress bar, 2 skills, menu buttons; right: item durability warnings; layout changes: smaller game menu buttons, actual minimap moved to different corner, chat lowered, moved friend button and timer around:
character screen and inventory and belt:
quest log and skill chose window (my NPC window looks similar to the quest log, just more buttons):
NPC trading inventory, player inventory:
picked up an item inside the own inventory -> shows placement and NPC options with item:
Its funny, how everyone says something like that. Don't get me wrong, the UI is awesome, but it is "just" the consequent logical conclusion to dialogs and the import manager. It is exactly, what I expected to see, when I first toyed around with dialogs.
And, to be honest, I expected to see way more similar UIs, where someone imports a ton of graphics to simulate another game or just to eradicate every trace of SC2.
Still, a great job (even, if you might not believe me anymore :p)
Speaking about how honorable, and to what extent this is a great achievement - to make cool UI's. I can agree that super creative, mega inventive, mind blowing recursive calculations in multidimentional space is a matter of respect, and comparing to this kind of kick ass programming, UI making seem flat and simple even if UI is compllicated. But still it's an amazing miracle of thinking mind of the same scale as ingenious programming, because when someone has a huge aim, and spends tons of everyday time during months to achieve it, and nothing can stop him - it's also a sign of bright mind and mighty will. Just a few are able to act like this.
Actualy the fact that Ahli remade the whole game is the astonishing thing, UI is just a visual indicator of the qualify of the work.