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  • DevDiary 7 - User Interface

    User Interface

     

    Hi everyone! I am Boyan Ivanov, Co-Creative Director on JA3, and this time we will talk about a topic that is often overlooked when discussing the development of a particular game – User Interface. It is an all-engrossing topic as UI and UX (user experience – how you the player interact with the game) covers a variety of game elements. From aspects like controlling hiring your mercs, controlling them in battle, getting the right information for a specific situation, to the ways you as players interact with the game world and even things like having the proper video settings for Ultrawide monitors.

     

    UI with character

    Our journey with the UI/UX of Jagged Alliance 3 has been a tough one and this part of the game has gone through the most iteration and experimentation by far. Early on our initial take on the UI was to focus on a typical modern minimalistic UI and that is what we built for our very first playable version. This was quickly called out by the team as it lacked the Jagged Alliance feel.

    Although a more modern approach would have made the whole journey of creating the UI easier we understood that this would come at the expense of capturing the unique feel of the second game.

    As many of you know the UI of Jagged Alliance 2 while not particularly easy to use (even for 1999) or consistent, had a unique character that not only immersed you in the game world but also showed a fun and entertaining side of the game. Everyone remembers sending Deidranna flowers via the web shop or using the IMP website to make a merc.

    01_JA2_Laptop.png.e76ea59e4bd8dae6cdb90857956dce0b.png

     

    Though these look like small details, having the SirOS laptop with the browser and all the websites really made you feel like the man behind the screen. The mastermind that plans and executes the mission away from the actual fighting. To this day this is one of the most memorable elements of Jagged Alliance and we knew we had to replicate that experience.

     

    Party like it’s … 2001

    We knew we wanted to make a direct sequel in terms of story and that firmly set the time frame somewhere in the early 2000s. That meant that to get the character of the UI we had to look back… way back. It was a trip we had lots of fun with – we remembered the old days of ICQ, mIRC and a very young Internet with non-functional sites, bad connections and popup adds. Ah, the good old days!

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    Some time had passed since the story in Arulco, so we upgraded the laptop to a very early handheld PDA device. Our initial inspiration was the Palm devices that were somewhat popular in the early 2000s. I even dug out my Palm TX but unfortunately couldn’t charge it anymore. Even the name of our PDA – the OAK II is a reference to the Palm devices.

    03_PDA_SatView.thumb.png.b0fb31b1a988198132c8156dbe482f7e.png

    The PDA is where you manage and command your squads on the Satellite map. You can also access different apps like an email client or a notes app to track your goals and tasks (a quest log, in a way). Of course, there’s also a browser where you can visit different web sites like AIM and IMP and some other fun easter eggs we managed to squeeze in.

    04_Browser_AIM.thumb.png.3866dd385621e9a94322f16ae47a386a.png

    05_Browser_IMP.thumb.png.e26e51bbd0be68ef50af3eb3d437701b.png

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    07_Browser_Error.thumb.png.8b70d7040aaf1e56af0689b8cc349aae.png

    One particularly fun part of making the UI was our chat client – Snype. While the AIM web site shows a listing of mercs, contacting them for a job opens the Snype window. There you can offer them work and define the duration of the contract. The mercs will react with different fully voiced messages if they accept or reject your offer on certain grounds or even if they have a counteroffer – demanding more money.

    08_Snype.thumb.png.0fb45a58ddf96bc25166cf40809a1105.png

     

    UI and the game world

    We began to apply the same visual style and “man behind the screen” idea with UIs while exploring the game world and tactical combat. You can see this in the style of the action icons, how the action bar auto hides like a task bar to allow you view more of the game world, the Command button that is reminiscent of a Start button. The portraits of the mercs and even some of the gameplay elements like enemy silhouettes when behind obstacles have subtle effects to emulate a bad connection. Even the tutorial hints have a bit of an old school OS vibe to reinforce this theme.



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    10_HUD_Silh.thumb.png.4dfe8cf4485b7c44fdf9a898c81afc9b.png

    One place where the device metaphor didn’t seem to work however was when working with the inventory. In one early mockup we had OS style icons of physical items and it looked and felt very strange. We decide to instead go with something physical which fit the task of managing items – a crate where mercs store their items and inventory. At different points of development the device vs crate aesthetic took over different UI screens but ultimately I believe we’ve settled on a good balance between the two.

    11_Inventory.thumb.png.372aa0e3407e7080ab66ea1b4965732a.png

     

    The Mercs

    I’ve already talked about the portraits and visual style of the mercs in DevDiary 3 – making a mercenary. Recreating the original cast and adding even more new faces was very important for us. This time we also wanted to show the mercs not only as small portraits but give them a chance to shine in a full-sized artwork in conversations, the inventory and even their merc evaluation page. One key aspect of these full-sized artworks is how the mercs are posed to best convey the unique character of each mercenary. I must give our animation lead all the credit for getting this extra layer of immersion that compliments the character’s unique visuals and aesthetic.

    12_Conversation.thumb.png.00902800122e19ae09bf62edc0f5f54b.png

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    The Struggle

    Creating the UI and UX of a game is always one of the biggest challenges of developing games. Many games fail or succeed based on this crucial aspect. It is a topic that everyone has a strong opinion on, and feedback can vary greatly. It is no surprise then that Jagged Alliance 3 went through a lot of iteration. Some screens have been reworked multiple times over the years. As a conclusion to this DevDiary I think it is fun to share some of the steps of the journey we went through. Do keep in mind that some of these are 3-4 years old and very early mockups.

    OldUIs(1).thumb.png.cbc7d7cc98a3cf07afdf1ce200fc1c00.png

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    OldUIs(4).thumb.jpg.d6789f249a31cfb4337588433172e1da.jpg

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    OldUIs(6).thumb.jpg.2047667685e7070ac509a3a6dda230da.jpg

     

    That’s it from me for today! Jagged Alliance has some of the most memorable UI elements and while it was a tough journey, we had fun going back the nostalgia lane back to the early 2000s. Join us on stream and upcoming DevDiaries uncovering more of Jagged Alliance 3’s key mechanics and gameplay.

     

    One last thing!
    We have a small surprise for you. Our Art Director Nelson has made a fantastic wallpaper inspired by our loading screens. You can find it here: Click me!

     

    PS: If you have any further questions, or simply wish to chat about Jagged Alliance 3, feel free to join us in our DevStream on Thursday, 18th of May on the THQ Nordic channel: http://twitch.tv/thqnordic
    Until then, commander!


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    THQN Roger



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    OldUIs(5).jpg.f7f120f5bba3da4ec516861dca

    This one looks so nice! The big Ivan's face is little unnecessary, but most of the other elements are awesome. Icons, minimalistic squad, non-uniform highlights etc. Good bye, awesome ui!

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    Visually, it is all shaping up rather nicely. I did notice that the name 'Phoenix' was spelt wrong (it was spelled 'Phoneix') and I still think some of the portraits have too many tilted heads but other than that, I really like the screenshots of the UI. It looks clean and easy to read.

    One last thing about the portraits. Ivan's face in the last screenshot, posted by @Reloecc looks a little odd, due to his eyes. His right eye looks as if it is independently trying to look up at his eyebrow. If his right eye was visually matching his left eye, he would look more natural and actually quite imposing.

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    That was a nice trip down memory lane to the time when just being on the internet was fresh and exciting. 🙂

    I like the current UI, but it was nice too read about and see some of the iterative process it took to get to the current UI to it's final form.

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    Interesting to see the different iterations. I think they've made the right call on which UI style to go with. The current UI does look good and is very functionable. Also, seeing these images reminds me how glad I am that they didn't include CtH. I still dislike the inventory though with squad supplies, no face slots for NVG's, and no option for different backpacks or LBE gear. 🙁

    One thing that I noticed is the merc names Trigger, Cat, and Bullet. Wonder if these are new mercs we haven't seen yet, maybe recruitable mercs. Or they could just placeholder/dev created mercs for play testing since we have no idea how old those screenshots are. 🤔

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    It isn't just Night Vision Goggles. I have previously mentioned the use of normal eye protection goggles, face masks/scarves and gas masks. Such equipment would help in events of dust storms, smoke and dust from recently collapsed buildings and various forms of chemical grenades.

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    8 minutes ago, Solaris_Wave said:

    It isn't just Night Vision Goggles. I have previously mentioned the use of normal eye protection goggles, face masks/scarves and gas masks. Such equipment would help in events of dust storms, smoke and dust from recently collapsed buildings and various forms of chemical grenades.

    Yeah those too would for sure be nice to have in game.

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    On 5/15/2023 at 2:44 PM, THQN Roger said:

    OldUIs(5).thumb.jpg.7c1cb31bd71afb4a22f0bbbef5841f9a.jpg


    OldUIs(6).thumb.jpg.2047667685e7070ac509a3a6dda230da.jpg

    Please tell us those are actual screenshots and not old ones.
    even though CtH is out (which is good) these look phenomenal. 

    The hint with Ivan's eye is correct, but damn. That face looks amazing! Man, that is how I want all the portraits to look like. I'm .. almost speechless, seriously. I love it.
    I've_Looked_At_This_For_Five_Hours_Now_Banner.jpg

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    Thank you guys for this nice new dev diary. I really like the clean event time line and that the overview in the strategic layer is very good. That is also some kind of modernization. Reduce unnecessary stuff and focus on the important information.

     

    Still I wish there would be more details like a flickering hire screen. I mean you contact a merc with a video call so interferences are normal and that is good for the atmosphere. Maybe we get more small animations in the portraits and the conversations.

     

    I know we maybe will not get fully animated portraits but the more small animated details we get the better. Everything helps. It is important that the UI, portraits and conversations feel alive. JA2 created its believable world with so many small details.

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    I was looking at that screenshot with Ivan again but this time examining the Burst fire mode. It says, "Fire a sequence of 5 shots." I was wondering whether this would be a fixed amount of shots for every gun that is capable of automatic fire? Maybe that number could be reduced or increased slightly, depending on the gun's real rate of fire? An AKM or full sized Uzi fire at 600 rounds per minute, which is actually on the slow side in terms of things. The Steyr AUG is about 650 rpm, an M4A1 is 700 rpm minimum, an MP5 (not MP5K) is 800 rpm, a MAC-10 (.45 ACP calibre) is 950 rpm, a Mini-Uzi is 950 rpm and a Micro-Uzi is 1250 rpm. I am going off memory with those numbers so might be out by a bit.

    Due to a higher rate of fire, being able to perfectly fire five shots would be harder, so maybe some could fire just three (very good for those guns with a 3-round burst mode) and go up to seven or eight?

    Edited by Solaris_Wave
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    That old dialogue window looks actually really great. I'm liking it way more than the current in game dialogue window, style wise. The text could perhaps use a background box or something for contrast and to make it pop out a bit more, but it's less clunky looking to my eye than the current one.

    Nevertheless looks like you've got quite a bit of progress done UI wise. Especially the current satellite view is so much better than the old version in the pictures. It is always cool to see how things have changed over time. I often keep snapshots of my game projects as well so I can go back to the older designs and see how things have progressed for the better or worse.

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    9 hours ago, Solaris_Wave said:

    I was looking at that screenshot with Ivan again but this time examining the Burst fire mode. It says, "Fire a sequence of 5 shots." I was wondering whether this would be a fixed amount of shots for every gun that is capable of automatic fire? Maybe that number could be reduced or increased slightly, depending on the gun's real rate of fire? An AKM or full sized Uzi fire at 600 rounds per minute, which is actually on the slow side in terms of things. The Steyr AUG is about 650 rpm, an M4A1 is 700 rpm minimum, an MP5 (not MP5K) is 800 rpm, a MAC-10 (.45 ACP calibre) is 950 rpm, a Mini-Uzi is 950 rpm and a Micro-Uzi is 1250 rpm. I am going off memory with those numbers so might be out by a bit.

    Due to a higher rate of fire, being able to perfectly fire five shots would be harder, so maybe some could fire just three (very good for those guns with a 3-round burst mode) and go up to seven or eight?

    What caught my eye is the rest of that line: "Fire a sequence of 5 shots with an increasing attack penalty for each shot" and no damage reduction. They should've left it that way, it would be so very satisfying if you burst fired on an enemy and scored 2 or 3 lucky hits, resulting in his immediate demise. So to prevent run and gun while using burst, make burst fire require at least 80% of max AP. I feel like they went too much for an arcadey/simplified way in quite a few areas, all for the sake of balancing and usability. But, I guess we'll just have to wait and see.

    I like that UI better than the current version too, looks much more clean.

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    • Developers
    15 hours ago, DougS2K said:

    One thing that I noticed is the merc names Trigger, Cat, and Bullet. Wonder if these are new mercs we haven't seen yet, maybe recruitable mercs. Or they could just placeholder/dev created mercs for play testing since we have no idea how old those screenshots are. 🤔

    These names are just placeholders we used at the time.

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    • Developers
    1 hour ago, chr_isso said:

    Oh, another Typo like @Solaris_Wave mentioned:
    The green sentence "This chanel .." .. it's channel. Chanel is the french luxury company 😉

    @Haemimont_Boian thanks for the feedback, it's always nice to see you guys reply to our concerns!

    Yeah, these are not in-game screenshots but rather old mock-ups created by artists, they have never been proofread.

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    6 hours ago, Haemimont_Boian said:

    These names are just placeholders we used at the time.

    That's what I was leaning towards. Thanks for clarifying. 

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    On 5/16/2023 at 3:42 PM, Solaris_Wave said:

    It isn't just Night Vision Goggles. I have previously mentioned the use of normal eye protection goggles, face masks/scarves and gas masks. Such equipment would help in events of dust storms, smoke and dust from recently collapsed buildings and various forms of chemical grenades.

    Don't forget sunglasses for that extra range in the daytime and the extended ears. Not to mention the walkman... 😂

     

    The UI has really come a long way! Overall, I'm a fan of it. It will be interesting to sit down and see how it feels live.

     

    I'm really glad that you captured the spirit of the previous games with this. Opening up that laptop and managing the mercs/sifting through sectors of inventory was like an entirely different, but equally fun, game for me. Looking back on it, I might have spent more time there than I did on the tactical map.

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    I have two questions. 🙂

    - When exactly is Thursday's Twitch stream, what hour?

    - What game engine is used for Jagged Alliance 3? (custom, Unreal, ...)

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    2 hours ago, Redglyph said:

    I have two questions. 🙂

    - When exactly is Thursday's Twitch stream, what hour?

    - What game engine is used for Jagged Alliance 3? (custom, Unreal, ...)

    Hey Redglyph! Nice to see more RPGwatch people here! 😄
    The Streams are at 11 AM EST / 17:00 CEST
    The engine is an inhouse one (that had been answered in one of the last streams)

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    1 hour ago, Kordanor said:

    Hey Redglyph! Nice to see more RPGwatch people here! 😄
    The Streams are at 11 AM EST / 17:00 CEST
    The engine is an inhouse one (that had been answered in one of the last streams)

    Nice to see you too! And thanks for the info, I may try and watch a bit of the stream later then. 🙂

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