SamuZai
Frostworks
Frostworks

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Quest Failed: Chapter Two - Dev Log #44

Hiya there, guys! How are we all doing? Easter is on the horizon now and Spring is off to a cold start, but I'm hoping things will warm up--even if there's murmurs that it could potentially be a white Easter sunday where I'm living! What a spectacle that would be, huh?

Anyways, today I'm here with a slightly more 'game developer-y' post than usual, instead of just teasing you with lewds. (Though I know they're always appreciated, we have to space them out or there'll be no surprises left by the time the game releases!)

So for this dev log I wanted to look at something a little less flashy, but still important in its own right--the graphic user interface!

As you may have seen, Chapter Two's current UI (beyond the title screen up above, which I'm fairly happy with at this point!) is a holdover from Chapter One's (which in turn was an edited holdover from an even older project of mine that I adjusted to fit QF!) and given that Chapter Two has seen far higher production values than that of the first chapter, I felt it was only fair to make sure the UI got just as much love!

You've already seen bits and pieces of the new UI style I'm putting together--for example, the 'Progress' screen linked below:

I'm aiming for a more ye olde fantasy style, with parchment, bound leather and beige style colours--like you're unraveling a scroll, or reading a book when flicking through the menus. Though right now, things are very heavily in the works.

Here's another piece from the UI--the save screen, following the same concept of leather and parchment:

Truthfully, though, I've been pretty conflicted on whether this is the route to go--or whether I should aim for a more minimalist style with more simple shapes, colours and aim for something less flashy. As the way things are shaping up it's becoming a touch too busy, perhaps and maybe falling back to a more elegant minimal design would benefit the game? I'd love to hear your opinions on what you think might work best!

I know the UI isn't necessarily the focal point or the draw of the game, and that as long as we have our fabulous monster ladies that the experience of the game won't be impacted too much by however the UI might turn out--but I guess at this point I really am determined to ensure I deliver a quality product from every angle!

Let me know what you think in the comments below, and until next time~

Quest Failed: Chapter Two - Dev Log #44

Comments

I'd say go for the old school style on the menus, but in any case were it would get in the way of visuals go minimalist. For example: the speech box should probably be simple just so it doesn't distract from the CGs or get in the way, but there's no reason anything like the save screen, inventory, pause menu, ect shouldn't be flashy.

Aaron

Go for the personality!

Ilya


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