Quote: "Problem 2: A substantial amount of time has already been spent (in my opinion, misspent) on UI design for Max. The naysayers will say that Max's UI is so much better and clearer than Classic's and that this thread is unnecessary because it's a non-issue now. It's 100% not a non-issue, and it hasn't gone away.
I'm of the opinion you write your software first, then stand back and look at how you organise the information in the most intuitive way. TGC has done it differently, they've decided a set of rules and conventions for what they think the final software might include and are designing bits gradually. I'm not saying either is better, I'm just saying that there's two schools of thought on it.
Historically, TGC has always lacked someone with true UI/UX skillset in their team. That may have changed for Max, I'm not familiar with the exact make-up of the team, but judging by Max's current look, I would say it hasn't. And to clarify, graphic designers are not UI designers either; UI is about so much more than designing nice icons, it's about the hierarchy of information, the psychology of the user. In all honesty, it's a bit of a dark art, but I'm with you that Max could totally benefit from someone with those skills. I'm sorry to say this but right now it looks like a sixth-former's coursework than a professional and engaging bit of software. "
And you are incorrect UI programing and design relies on the actual rendering engine and general engine features and associated "switches". What is meant by this the wicked engine is a completed engine, it is physically done, while it is heavily modified to work in the gameguru environment and associated UI, the actual rendering isn't physically being worked on.What is being worked on is the expanding of output of the rendering engine gives for the interaction with the UI
What is being worked on is the interaction of the UI with the engine, in others words the UI commands has to be physically coded and added to the engine, in others words you can't have the UI command scale object in real time without having the engine physically action it. It wouldn't know what to do with the command as the default engine doesn't have scale object command as an example.Wicked engine of course has the command scale object command. But it is a good bet it was expanded on for use with the gameguru UI.
You don't complete the entire rendering engine and then design UI for it, the UI and the associated rendering part is coded in conjunction with one another as you have to have the specific code in the engine it self to action the UI command.
Max is unique in that it already has a completed rendering engine with physics and every thing else needed, however the engine is in default mode and as such needs to be told what the UI wants the engine to do. But general best practice is developing UI and engine in partnership with a certain level of the engine output has been achieved and that is generally when you can run around in the engine.
Classic has a pretty "clean" and easy to use UI, it isn't overly complicated and allows for new users to start with their game design right off the bat. Now you could attribute this to bad UI designer(s) , but it is far from it, the UI is designed with young users in mind and has the specific task of not overwhelming users. UI design while overly simplified is done intentionally.
People seem to constantly forget WHO the target audience considering the classic has the ability to turn of blood and gore and hide age restricted content.
Now lets look at the various UI's that is out there. Now tell me which UI would be the easiest for the 10 year old to work with considering that IS who the target audience is. You are welcome to ask TGC who their target audience is and they will give you the EXACT same answer.
UI design is intentional and not due to bad design.
The unreal node based UI design is already overly complex for a 10 year old. No?
Too much customization can also be wildly overwhelming.
Cryegine probably has "cleanest" UI of the lot so far but still overwhelming to a 10 year old
Easiest UI so far but it is mostly a default engine that requires a lot of user action and a fair bit of code.
Again a 10 year old will be entirely overwhelmed with interaction with this UI
Lots of settings and tweaks it is sure to annoy users especially 10 year olds.
Now lets look at a product UI from TGC not geared towards kids ? Way different and it better matches the functionality of the others doesn't it.
Does TGC have bad UI designers ? The simple answer is no, with AGK studio they are more then able to design a UI for mature audiences.
So yes gameguru and max is designed with children in mind and not as a result of bad UI design.This isn't a personal attack, nor a flame war just stating the facts people seem to forget sometimes.Implementation of game idea, assets and what could be done better in regards to general game design theory is an entire post on it's own.
But I found it prudent to point out some preconceived notions about the UI to be incorrect. UI and the rendering engine has a symbiotic relationship, whatever action you command in the UI also needs to be true in the engine for that action to be true.Do you think it is easier to code the entire engine and then design the UI and having to go back and modified the engine code for the UI commands, or developing UI commands and engine actions in conjunction.
Either method would probably work, you would probably have more bugs and stability issues doing the UI afterwards and would be far less efficient then doing the work in conjunction with one another. As I said with max the situation is unique as it already has a working engine, and have to resort to the second method of doing things with regards to the UI.With the wicked engine being vastly superior to classic it has significantly more features tweak-able by the UI but the ultimate goal of the UI is to be usable by a 10 year.
Unfortunately it isn't what most here would like to hear but the reality of the matter we will need to lower our UI expectations as TGC goals aren't necessarily your own.Now obviously there could be a comprise and have the more advance UI features disabled by default and have best of both worlds, for the novice and experienced users alike. TGC has started doing that with max to what level this will go remains to be seen.
If you asking whether classic can have the same treatment, the answer would be no, gameguru engine is an entirely different beast, engine/ui relationship is a lot more primitive and would require a LOT of work to get certain functionality likely to the point of having to rewrite a fair part of the engine it self to accommodate.There is a lot more to it then simply adding UI features and bobs your uncle.
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