Nils Posted Thursday at 03:01 AM Share Posted Thursday at 03:01 AM I'm working on a UX/UI makeover for Torque 3d 4.x. This will include changes of the current user experience design and modification of GUIs. While in the past a theme to copy & paste in the project folder was sufficient, now some changes on the engine side are inevitable to get the wanted results. The aim of this initiative is to: get the most optimal UX with the least impact to the existing code serve new/certain users with a recognizable layout & visual language (equity) improve readability & usability, as well simplification where possible (accessibility) improve visual appearance & aesthetics / implement graphic design principles serve veteran users with certain long time request regarding UX On the side I will also do/add: hints/proposals to visual identity (logo, style, typography etc.) add certain functionality in the editors solve bugs & issues that hinder the development of this project Limitations and things to consider are: no replacement of current UI framework current GUIs all have a relatively fixed design unable to get a full responsive design because of above 2 limited time scope "Take it or leave approach" for release(s) My apologies up front; I do not have time for: debates, writing extensive blogs, discussing or defending certain design styles or aesthetics. Each person has his own taste and preferences. While serving as much as users possible is equity playing an important role within this initiative; For example some users prefer tabs with text and technical terms for labels, but others with less linguistic skills (or not native English speaking etc.) prefer icons and simplification & clarification of the text. Eventually it is my task to find the balance and optimal outcome for all - this within the limited time scope I have! As a longtime user of the T3D engine myself (since version 1.2, with the latest 4y dev game published here with a custom 3.5+), being a graphic designer by profession, and recently doing further specializations in UX design; do I think I'm able to contribute something solid, God willing. Cheers, Nils Dev branch: https://github.com/Eikelenboom/Torque3d-UI-MakeOver Releases (including binaries): https://github.com/Eikelenboom/Torque3d-UI-MakeOver/releases Please remember this is a work in progress! Thanks! Quote Link to comment Share on other sites More sharing options...
Nils Posted Thursday at 04:07 AM Author Share Posted Thursday at 04:07 AM Quick Preview of #13 WIP (the colors are a bit distorted / desaturated) Quote Link to comment Share on other sites More sharing options...
Azaezel Posted 21 hours ago Share Posted 21 hours ago Looking good!. couple quickie notes: On the ao|rough|metal RGBA bit: That's the channel of the input texture to look up when feeding it in. https://github.com/TorqueGameEngines/Torque3D/blob/development/Templates/BaseGame/game/core/gameObjects/datablocks/defaultDatablocks.tscript#L19-L63 for the default particle and emitter names to fall back to. For the profiler, that's a start/stop sample, so might suggest adding a profile 30 seconds button if it's one intended to be clicked for an "immediate" dump. Should have the other end we'd discussed rolled in some time this week. Quote Link to comment Share on other sites More sharing options...
Nils Posted 17 hours ago Author Share Posted 17 hours ago @Azaezel Thanks Az! Quote For the profiler, that's a start/stop sample, so might suggest adding a profile 30 seconds button if it's one intended to be clicked for an "immediate" dump. Yeah, that's why it's dumping twice (another time when hitting the button 2nd time) but indeed, the 1st dump isn't useful and confusing. Thanks! Quote Link to comment Share on other sites More sharing options...
Nils Posted 13 hours ago Author Share Posted 13 hours ago UX improvements for the windowed console. This is also an example for additional button styles for certain uses. Quote Link to comment Share on other sites More sharing options...
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