There Can Be No Pride

Designing a user interface (UI) for a game is a critical aspect that bridges the gap between the player and the game world. A well-crafted UI can make the difference between an intuitive, immersive experience and a frustrating one. Whether it’s a complex RPG or a simple puzzle game, the principles of UI design remain the same: clarity, consistency, and responsiveness are key to ensuring players can focus on the game itself rather than struggling with how to interact with it.

Last week I worked mostly on setting up the UI for Martian Alchemist. For the past several weeks, I’ve been stewing about how I was going to display all the information. What was the inventory system going to look like? What about the in game time, the seasons, etc. I knew some of the info that I wanted displayed on the HUD (heads up display) but how I was going to do that was a bit of a struggle for me. Even though on paper the problem was quite simple, executing a well designed UI can be anything but simple.

I spent some time researching other games and how they displayed their UI as well as looking up specific example assets and designs. The thing is, with a well designed interface, you hardly know it’s there. It blends seamlessly into the world and adds to the atmosphere rather than distracting. For Martian Alchemist, one of the biggest difficulties was that I didn’t know exactly what feeling I wanted my game to be. Was it going to be more magic or more steam/solar punk? Does the UI look like it belongs in the world or does it exist in a different space?

My first attempt was not good. I probably spent about 7ish hours creating the assets when I decided to go in a completely different direction. My first attempt was too magical and didn’t have the grunge that my other rooms had. And then, eureka. What if, instead of some magical floating interface that exists outside the world (but blends in artistically) I made an interface that looks like it could be part of the world. What if the player uses one of the gadgets that an actual Martian Alchemist would use?

Looking up lots of different reference images, I went to work creating the control panel that serves as the main UI of the game. I also changed the buttons that move you throughout the different rooms to blend into the world better. It also bothered me having the different directions constantly visible so I wrote a short script that helps the player understand the direction of movement available in each room.

This is where having a good UI is important. Players need to be able to not only intuit what is going on, but also it needs to not get in the way of the experience. In no way am I an expert and I’m sure that by the time I’m making my next game, I’ll laugh at this attempt, but I'm pleased with how this second version turned out.

And in the spirit of revision, I’m also going to redo the Mine. Artistically, it felt out of place and there was also something that felt off about it from the very beginning. I’m a firm believer that if you don’t feel right about it, it’s because it’s not right. I can have no pride of authorship. Just as it’s important to design a good UI, it’s important to be able to throw out work that doesn’t cut it, no matter how long it took to build it. (Right now I’m in the middle of drawing the assets for the Mine 2.0. I’ll share them when they’re done 🥰).

Designing a user interface is as much about iteration as it is about creativity. The process of refining Martian Alchemist’s UI has taught me that sometimes, stepping back and rethinking your approach can lead to better, more cohesive results. Just like with the upcoming redesign of the Mine, it’s crucial to remain flexible and open to change, especially when something doesn’t feel right. In the end, a well-designed UI enhances the player’s experience, seamlessly blending into the game world and making the interaction feel natural and engaging. As I continue to develop and refine the game, I’m committed to ensuring that every element, from the UI to the environments, contributes to a unified and immersive experience.

Until next week, friends ✌️

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Balancing Creativity and Structure

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Making A Purple Cow