Proposed Menu Changes
2 Attachment(s)
Currently the menu system in iclassic is a mess (I'm not sure about the other games/servers). There are six different methods of entering six separate menu systems that do not link up or 'flow' together at all.
The following is a mock-up of the current menu flow system. Attachment 26025 Note that, in this current system
Below is a proposed menu flow diagram. Attachment 26026 Please note that
Also, I would love to see this implemented with the 'Favorites' folder acting more in-tune with the quick menu ring. Taking a cue from Aguzo's idea (with the emojis in the minor suggestions thread here) why not have the favorites folder be a one-touch activation for any item stored within? You could have any number of functions not set to your buttons, but acting like the current use of 'last mount' on the quick menu ring. I would be happy to go over the concept with more detail, ask questions about my proposed design, and even create a more in-depth design document (this is pretty bare bones and does not indicate screen locations for buttons, lists, etc). |
It's times like this where I can't tell if I'm just an idiot or if OP is.
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There are a few things that I agree with, and a few things that I disagree with. While organization may seem key at times, and it might seem like one overarching menu system is the solution, in my opinion, it is not.
The quick ring is a great concept but not something I use all the time. I prefer the quick menu buttons on the side, like the map, for example. This is just my preference, but I very much agree with the map quick ring option as well as the map located in the menu button. This would clear up space in the window. Ive tried reading this as best as I can, and I think the major flaw in this system is that everything is TOO connected. Having everything in one place (the options menu) will only create a messier menu, with less of a cohesive element to it. You don't want to have pages and pages and pages leading to one another, it is much easier to get lost in the menu. The tap to change for inventory I think is currently the best solution for fast swapping items in the inventory. Keeping the heads, hats, body, shield, etc customization In the player interface is also desired because you can view your character when clicking the back button. I think in the edit->options tab, the status visibility indicators should stay, but the other 'settings' could be moved to a more comprehensive game settings option, in the menu tab. Now, lets talk about the back button. The back button is typically a core UI element, and should be used as such. It provides a sense of direction for the user and despite what menu you are going to (even if there are multiple 'gateways' to this menu,) you will return to where you were before. The back button should not be removed, as nearly every good UI incorporates it in some useful way. I guess what i'm trying to say is that there should be separate menus for appearance and in game properties- (character customization, status, profile visibility, hats), and another menu for all game settings. Perhaps make it more intuitive in the sense that all the customization menu items and tabs should be kept behind the profile (clicking the 'edit' button) while all else should be kept in the menu button. There are just my suggestions. |
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As to the back button, it traps you in the menu system in the current version. Forces you to click 'back', again, up to 6 times in order to get out. If it was scrapped for an 'X' out button that just automatically closed the window, it would save time. As for the use of the back button to navigate menu screens, it would even be possible with current technology (already used in game, in the new profile window) to create a slider that takes you smoothly through the screens and links them all together. There's a billion different ways you could improve on the current design, which is years and years of people piling more features onto an initial framework that was not built to house them. The proposed image here is one such way built with the current concept of buttons and 'links' from screen to screen in mind, requiring little to no alteration of the current graphics and system in place. If there was time and resources allotted to the design of a better menu system, it could be a lot better than it is. |
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Also idk but a slider sounds awful :P, but an [x] might work well Quote:
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Here's an example of one type of 'slider' Here's another kind of slider (demo in unity, skip to end if you aren't interested in the technical stuff...) There's incredible stuff available right now. Why not use it :) |
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