Home Creators Posts Import Register Favorites Logout

Content

I haven't been talking about it a lot, because there's been so much news about other things, but I've continued to work on Slave Rehabilitator with Kali. You can see the new title screen up top, but the reason I bring it up now is that I want to get input from potential players.

Please consider these two mockups of UI:

We've been iterating on some things, but I don't consider myself any sort of UI expert and I think it's good to get broader reactions, so... which do you think looks better? Anything we should consider or change before we finalize our aesthetic and begin creating real UI assets?

Progress continues on this, but it's a steep climb to the first build of any game. I will say more about this later.

Grim8P and Annikath on Youtube

Many of you may know that Grim8P (Discord mod) and Annikath (artist) have been streaming things, including many of my games. They want you to know that they have launched two YT channels, one for SFW streams and one for highlight clips:

Reaper8P VODs https://www.youtube.com/@Reaper8PVODs

Reaper8P Highlight Videos https://www.youtube.com/@Reaper8PHighlights

Previously these were only available via download, due to limitations on NSFW content, but these edits and clips should make them more accessible. Please check them out if you're interested in their streaming or want to support this sort of thing!

Audiobook Update

I dislike release/promotional times, so having two in a row is unfortunate, especially when it feels like I'm trying to break down a brick wall with my forehead. That's just how the schedule fell out when also working with a publisher.

How did the launch of Depthless Hunger do? Difficult to say, because Audible is a black box. My contact said it was "off to a good start" and that may not be simple rhetoric, because he was direct about the preorder being fewer copies than expected. But I think I won't actually know until I get my first financial statement. Thanks to everyone who supported either the ebook or audiobook releases.

Files

Comments

ChronOblivion

First dialogue UI definitely looks better. Second barely registers as dialogue to me, and the save/load/menu buttons grab too much attention.

Aramis

First looks better but second may have better readability.

Drakenclaw

Second has better readability. First looks good as well, but the colors from the scene can make the text harder to read if they have similar colors.

Rachnera

I feel like both designs would benefit from removing the quick menu entirely. IIRC, other Ren'py games (Slay the Princess?) have ditched it without this being an issue.

Eldritchreality

The first is cleaner, but you need to increase the darkness of the tint by about 10%, you can see over the hand of the righthand character where it becomes unreadable. If you have other images with bigger areas that light, the tint won't be dark enough. On the second one, I like it better, but adding those four options at the top of the text box and the necessary padding below to let them breathe means that there isn't enough space for the text. You can move the name of the character above the box (maybe with its own background) like you have in the first picture, and the four options up so they overlap the top border of the box, and you'll get the same effect without sacrificing 1/3 of your vertical space for the copy.

Eldritchreality

sorry, I didn't come across as so blunt. I do think both UIs are great, these are like the last 10-15% of the work to tweak already great work. I run a ux team, and if any of my team had presented those as their work, I'd have been very happy with the quality and then suggested those improvements as only a minor iteration.

Eldritchreality

last note: the first UI needs maybe another 2-5px added to the top of the box, the gap between the text at the edge of the box is slightly too narrow to be visually comfortable. Ideally it should be the same gap as you have between the left and right edges of the screen and the text, but it's slightly narrower. It'd sit more comfortably if it was opened up a tiny bit.

Thinkcork

First actually feels more readable to me (but then I am also a sucker for dark mode on my PC). Whichever you end up picking, i agree that either bumping up the background opacity would help. Or maybe adding a light blur effect so the visual elements in the back interfere less

Alistair

I think I prefer the first one, but an appreciated feature for either would be an opacity slider and would make either perfectly fine for me.

sierralee

It's not like I was particularly attached to it, but I'd have to go fiddle with the screens to figure out how to get rid of it.

sierralee

You're fine, I showed the mockups because I wanted to get feedback!

Joker

The first one is better. It fits in better with the mage and the lighter letters on the darker background are more readable. However, the way the name is presented isn't quite there yet, with a darker background, the UI parts behind the letters for the name aren't strong enough to visually bring out the letters of the name. Increase the space for the name, so that the top of half of the name doesn't become hard to read when the background is dark . It would also help to squish the UI together just a little bit more, so that the text feels a bit more centered and your eyes don't have to move so much back and forth.

An_Insane_Rogue_AI

I think I like the second version better, but would like a darker version of the first UI better than either

William M.

When it comes to text I tend to focus on clarity. The beige one works well because text is clear and I don't see an eventuality where it would blend in with the image behind it. If you want to go with the dark one I would make the text background a bit more opaque. I can already see the text blending in with the woman's hand for example.

Darthjake

For me the top or first one is clearer to read.

Michael F.

1st - better reading experience and less intrusive. I'm not sure about that transparency value though - but that's always a super appreciated setting slider for that reason.

guillaume nguyen

No particular preference for either. Heh, the 'Lorem Ipsum' always gives me vibes of a magic incantation or something. Calling the Outer God of Overworked Editors !!! XDXDXD

Rachnera

The quick menu is defined in screens.rpy and can be customized there. To remove it entirely, replace: default quick_menu = True with default quick_menu = False To remove or reenable it only in some spots, instead add $ quick_menu = False and $ quick_menu = True to the main script where appropriate.

ushiroace

Much prefer the first UI visually, though the text is slightly less readable especially on the first line near the center. I agree with others that transparency adjustment settings would be nice.

Orskelo

Both are very nice, I think it depends on the kind of aesthetic you are going for. UI 1 is more sleek and modern, but UI 2 gives kind of a medieval kind of feeling, sort of like 'Potion Craft'. Judging by the screenshot it seems like UI 2 might be a bit more medieval than the rest of the game and it wouldn't fit as well. But I think if this is just a style for the text to sit in you could add whichever ones you don't choose to be the default as alternate styles in a settings menu. But I'm not sure what the limitations of the engine you are using are or how much of a pain that would be. My favorite is #1

Belly97

I definitely prefer the first UI, but please include a transparency slider, as some backgrounds can be really hard to read against, and others are fine.

Annikath

I like the look of the first/darker UI better and it is more readable for me, personally. I do really like the style of the other one, but it feels more "in the way" than the darker version, somehow. I feel compelled to mention that I do have trouble with "dark themes" sometimes when they are literally white on black. Those are torture for me in terms of readability. But this dark theme is a good contrast for my eyes.

Dubsington

The textbox is ubiquitous and occupies a lot of real estate, so it is not well served by ornamentation. Definitely the first one. The second might be useful in an introductory scene since it is a nice mood setter, but once that mood is set it becomes clutter and should be replaced by something more functional. As others have mentioned, a configurable transparency setting is very important - what looks great in one scene (or to one set of eyes) might be terrible or unusable to another.

androidK

the first one feels more like something i’d see in a story set in the modern day. the second one feels like something set it a small fantasy town. i would say it mostly depends on which vibe makes more sense.

Warstrike

I’m a contrarian apparently. I like the second box better, but hate the quick menu being on the top of the box instead of the bottom.

Atashkada

I also like the first text box better since it isn't intrusive, the second already feels a bit overdesigned and doesn't have much color contrast with either the background or the text.

Ark Tolei

I prefer the second option but I also don't trust my opinion on UI design. Hope the depthless hunger launch goes well! I picked a copy up so if I decide to reread the earlier bits on a plane I can just load up kindle.

Nathan Phoenix

I prefer a clear text box myself. Puts more focus on the pictures.

TBH

I like the first one more, but that's down to my personal style preferences. Knowing (a bit really) of ui design: When it comes to transparency, giving control to the user is the best Little things add up, changing mouse on hover over each control, allowing to click the area around the letters rather than just over them, etc. Both incitation and feedback are big basic things when it comes to UI; the user should understand at a glance what is interactive, and there must be a perceptibly change when interacted in any way (partial or full) Maybe keeping the buttons either distributed or completely at the side works best rather than central like the second one, this based on VN general presentation and how the user would naturally seek these by sight Area/Font ratio is a big one tho. I think the shown picture might be too big the area compared to the font used. Again, it comes down to either allow the user to control or using generous presets

AusraRoze

I prefer the first one, it's more aesthetically pleasing. The only potential issue I could see is if the background behind it is too light and makes it hard to read the text. So maybe darken the gradient a bit more? If it becomes a problem, that is. The second one is also good, I just don't think it flows as well as the first.