i really like the color scheme system you made, especially when you were switching between them (blue > brown > lightblue) to me, it immediately felt like you were switching to a different season. the darker greenish blue would be a nice winter color and the browns for autumn.
Im sure enough people have said this but the UI looks amazing so far and I love the fact colours can be changed. It would be so cool if we could do this in the game as a setting and apply our own custom colours. Love the progress and I look forward to seeing the next devlop. Keep it up :)
@@alexisbrin518 Not being able to change the colors to whatever you want from the start presents a usability issue for those who experience some level of color blindness. The idea of unlocking colors sounds cool but since this affects UI, it's probably best to avoid it.
Designer here. Keep the cell shading, thats great. Small dark circles around the inventory numbers. The white text on the green was still readable. Keep going in this direction!
Something like The Simpson intro sounds wonderful. However, do consider how often this will get used. Such detail transition required times for people to perceive and might not fit how often we need to see it. If a game flow required me to visit the town often then it might be annoying. Need to find that balance.
"A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away." - Antoine de Saint-Exupery
Text with a solid high contrast backing is preferable to throwing an outline on it with that color, legibility wise. (So make it an inventory counter *circle* instead of a number + outline)
I definitely like the more imperfect design for the buttons/icons. Makes the game look a bit more cozy, for lack of a better word. Would be neat if the player could make/choose there UI own UI Color Schemes.
7:07 - for the fertilizer tags, maybe it'd help if you made the text colors a darker version of the current background, and the background much lower opacity (or blended more with the parent container's background). That should maintain contrast while reducing attention to them also - the headers for each statistic ("Contents:", "Fertilizers:") may look nicer without the colon as they are headings anyways. To make them look more like headings without the colon, increase their font size & bottom margin. another thing that might help with distinguishing between headings and normal text is to make headings look _more_ contrasting against the background by making normal text _less_ contrasting against the background finally I really wish Dosis had a monospace (tabular) numbers OpenType feature for numeric values...nothing much can be done about that... overall the ui looks really good and fits the "cleanliness" of the game's artstyle :)
There's always so much work that goes into the little things that people look over. UI is absolutely one of these things. Glad there's a video discussing the process that goes into it!
Great video. I'd say you're doubting your own ability to make good UI - your concepts, ideas, styles and implementations are really awesome! Great work
Amazing work like always! I so can't wait to play another amazing game from you. This one is my fav as i love gardening and always wanted a game that is like this!
Looking good! I recommend removing the boxes from the hotbar totally and perhaps adding a single wide element as the background. The slots would still be there but a bit less visible 👌
The design is very well consistently stylized and overall cohesive with the rest of the game. It even matches the color palette pretty well. I do like the organic drawing but it may be overaccentuated in the plain buttons. Maybe it's too much shadow or something, but, if there were any weak points in the overall design, that'd probably be it
What a timing ❤ I was about to start implementing UI for my own open world farming game and I can’t believe you uploaded a video about it. Thank you so much and this looks absolutely amazing 😍😍
I think you've done an excellent job with the design but also setting the foundations for future changes. Cell shading looks good, but I believe the animations play a bigger role in this specific type of game, they provide feedback and make the game feel more "alive" (icon wiggling or zooming in, etc). Also, make sure you run the animations on the icons when using the keyboard, and not just the mouse. Game is looking great, thank you for sharing your talent with us!
Hey! Followed you a long time, figured I could chime in as someone who as worked has a Senior UI/UX Designer for a long time :D - On the inventory bar, the counter numbers could get a small circle behind them, that'll increase contrast and allow the number/circle sit slightly outside of the slot background shape. Perhaps try using the icon outline colour as the background for the number. The star could get a similar outline to the icon which would make it pop. - Really well done on the button shapes. They're really unique and have a fluffy/welcoming feel to them. - I would consider centering the currency/time elements into the middle of the screen. Perhaps have them either side of a nice juicy round Home/Town button. It'll keep the symmetry that the inventory bar has created and keep the corners/sides of the screen empty for other elements you may need to introduce later. - Popups look great. They're fairly easy to read but the feedback about the 'filters'/fertilizers looking like buttons is valid feedback. I'd suggest trying a much more translucent fill on the shapes, and go with the same font colour as the fertilizer colour itself. This will make them feel less like buttons, but still introduce the fertilizer colour in a subtle way. - On accessibility, you're already doing a great job not solely leaning on colour as an indicator. I would more heavily focus on the Fertilizer icons, rather than the colours they have. Especially if you're going to have more than 2-3 fertilizer colours. Colourblind players will struggle with that, if so. Icons are far clearer, and the ones you have already are quite nice. Perhaps you could try adding a " + " to the growth booster icon. - I would highly recommend adding the ability to hold shift/ctrl to toggle on object/tile examine modes. If shift is held, auto object examine under the cursor, and if ctrl, examine the tile. You can still keep the UI buttons, but that'll reduce the number of mouse clicks and mouse travel needed for more experienced players (not having to move the mouse away from the thing you want to examine to switch mode will be really nice). Not sure if links will work, but here is a very rough paint-over of some of these suggestions: i.imgur.com/LkjKFf3.png
Oh wow, thank you so much for the suggestions and for taking the time to make that image - I'm very envious of your skills to be able to come up with something that looks that good so quickly! The changes you've made all look wonderful, especially the fertilizer tags, I love what you did there. Thank you very much for the help!
something I've always loved the idea of but never really seen implemented in a game (except for Hades, actually!!) is unlockable UI color schemes :) i think it could be really fun to unlock various color schemes through gameplay (maybe tied to an achievement system or some such) and thus allow the user to choose their own game look anyway, here's to another smashing devlog!!
Implementing your UI controls as separate parts you can color through code is actually a big step towards accessibility because then you can allow the user to adjust the color scheme to fit their personal needs. Vision impairments are varied and personal. If they can adjust font size or the whole UI scale as well, that’s great too.
I love the ambient light around your set up. And the video is nice! Also: perhaps a radial menu around wherever the mouse pointer currently is and selecting a tool by moving the mouse into the radial sector of the tool would help the usability.
I’ve been playing skyrim and i think their potion mixing system is amazing and could be incorporated in your compost system. Basically so that when you first start the game, you do not know the effects of the fertilizers in the shop and you have to add them and wait for the compost to be ready and only then will you discover the effects of the fertilizers. That could give some progression to the compost system and also, could allow you to have a few sneaky fertilizers with negative buffs;)
Finally got around to playing Equilinox and loved it, which then raised two questions: "Is there more games from the same developer" and "Are there any videos about why and how the game was made?" Well, finding this video and this channel answers those questions quite thoroughly. I guess I have a lot of videos to pore through! The Game UI Database also looks fantastic and something I definitely make use in the future. Subscribed, excited to follow the progress!
Nice work as always, I think the UI looks great, love the button style you've gone for and I especially like the transition button too! I think knowing where to draw a line under a task (at least for stage 1) is a good skill to have in development as you could keep doing the UI until its perfect...then you add the menu and realise you have to change it again!
I think I watched your LWJGL videos a long time ago and now you have a game released and even working on another? That is amazing man! Trying to get back into my hobby of game dev can be difficult but once you're in it your locked down and I love every second of it. You are doing great and living a lot of peoples' dreams!
Graphic designer here with some feedback: The buttons with text could use a little more padding. It will be easier to read and will look less cluttery. love the faux drawn icons!
ui look great imo u can be proud, crazy how you seem to be able to learn anything one thing id change would be making the outlines white rather than black, maybe it would fit better with the general color scheme of the game while still keeping the readability that an outline gives id try it at least also idk if you plan implementing a day night cycle in the game but if you do, the ui could change depending on the time all in all great work man love these videos always make me happy to watch
i compiled a list f really cool features that you may consider adding to the game here it is: *1.* Currently some players will think that making their farm good and look good is useless, so why not make a competition that happens from time to time and its a competition for the best farm, and the rewards may be: ingame coins, etc.. *2.* Make guides for everything because if you're a new player you wouldn't know the mechanics without watching the devlogs *3.* And for the paths getting dirty mechanic make it so that for the dirt paths the thing you clean is fallen leaves instead of dirt because cleaning dirt from dirt paths is kinda stupid and a fun little idea! : make the harvesting sound effects of the game from your irl little garden, record sounds of you harvesting and add it to the game, if it sounds good of course
Every time I watch you, I realize how grateful I am that I use an engine. You have to code to simply rotate a UI element? No, thanks :) Your art style great btw. I really liked it.
looking insane. Must be hard to keep work so consistent for so long and after all that time seeing the end result. Very satisfying feeling i am wondering
It looks very neat! It is extremely hard to keep your goals straight when you are working solo, and to avoid tweaking endlessly. At some point it becomes hard to keep perspective. Move to the next card on your board. If the need arises, you can come back later to rework these features with a fresh eye. Keep it up! The result is already fantastic.
The UI looks great! As a software developer myself I also struggle with creating professional looking UI. I would be very happy with myself if I produced that UI!
If you are going to redraw over some icons, the brush tool for most art programs has a smoothing function that lets you freehand your lines without the jitter one would get from drawing with a mouse. You could give that a go. Wonderful video, amazing to see how the game is coming along!
Hey great video! I think the brown color scheme is a lot more clean than the others, you can still see the buttons perfectly fine but there is a lot less jarring contrast.
Looks good. The "wavey bits" on the icons remind me of clouds, which fits in nice with the whole farm, outdoor theme. You could make the colour scheme selectable in preferences in the future as well, so people select which works best for them. Maybe even a colour blind mode.
UI is surprisingly hard. I've done it professionally a few times. I think you've done a brilliant job with it so far. I'm dyslexic, I like that font, it's not hard for me to read.
Keep the cell shading in the icons IMO. It looks fantastic and gives the interface some charm. For some reason it reminds me of Dragon Quest 8, which is one of my favourite childhood games of all time, so maybe I'm biased.
I totally understand stressing out so much about the little details but as someone who sees the ui for the first time, i think looks perfect :D I literally felt like saying woah when it transitioned from the placeholder ui to the new one
"I've been working on it so long I've lost the ability to look at it objectively." I feel this every time I do world design or UI design for long periods of time. Always great to have other people give you unbiased notes.
Love the UI. It really matches the games overall aesthetic. I think the shadows on the icons look great, they don’t need to be the same as in game - I’d argue it helps separate them and make them recognizable as icons. One idea I had: Add a circle around the numbers of items in the inventory and give it a background so the numbers are more readable. Maybe that works? Cheers :)
This is my first look at your game, it looks super cute! At the end, being able to toggle the UI colors made me think about how it could be used to signify a season (if you have the 4 seasons in the game). Anyways, I think it turned out really nice 😊
I like how smooth/rounded the new UI looks. It fits well with the aesthetic of your vegetables. If you need inspiration for icons and stuff, it might also be helpful to look at how e.g. plants are sold/presented, the next time when you're buying something for your balcony. Keep up the good work. I'm looking forward to your next devlog.
I've been watching you since I was 13-14 man, and now I'm 20. Thank you for just motivating me, and the game looks amazing.
This channel was one of my biggest inspirations in life and definitely contributed to me studying computer science
Hey man, same. Trying to make my own game is what really hooked me on to programming.
This.
Keep watching for another 10 years and you will be 30, if my math is correct.
@@konjecture Let me crunch those numbers...yep, looks like you are correct.
i really like the color scheme system you made, especially when you were switching between them (blue > brown > lightblue)
to me, it immediately felt like you were switching to a different season. the darker greenish blue would be a nice winter color and the browns for autumn.
I was looking for this comment, instantly felt the same and think it would really cool to switch them with the seasons changing :)
Would be a nice option for the player so they can choose between different color schemes.
Im sure enough people have said this but the UI looks amazing so far and I love the fact colours can be changed. It would be so cool if we could do this in the game as a setting and apply our own custom colours. Love the progress and I look forward to seeing the next devlop. Keep it up :)
Yeah, exactly my thoughts!
Or depending on the time of day they change!
why not have some reward or quest to complete that gives you more choice in the colors of UI you can choose from
@@alexisbrin518yea that’s a great idea, like unlock different colours
@@alexisbrin518 Not being able to change the colors to whatever you want from the start presents a usability issue for those who experience some level of color blindness. The idea of unlocking colors sounds cool but since this affects UI, it's probably best to avoid it.
Designer here. Keep the cell shading, thats great. Small dark circles around the inventory numbers. The white text on the green was still readable. Keep going in this direction!
Also for the fertilizer buttons, keep the design it's great, just scale down the tag.
It would be cool if the transition from the farm to the town was in the style of the cloud like shapes in the UI
Something like The Simpson intro sounds wonderful. However, do consider how often this will get used. Such detail transition required times for people to perceive and might not fit how often we need to see it. If a game flow required me to visit the town often then it might be annoying. Need to find that balance.
Remember that simplicity is the ultimate sophistication
Ahh, the anti-wintergaten theorem
"A designer knows he has achieved perfection not when there is nothing left to add, but when there is nothing left to take away."
- Antoine de Saint-Exupery
Text with a solid high contrast backing is preferable to throwing an outline on it with that color, legibility wise. (So make it an inventory counter *circle* instead of a number + outline)
Looks awesome. Very clean and suits the overall style.
Thank you :)
I absolutly love that navy blue color scheme it feels so fresh and pops
I have the same feeling of “What makes a UI look good?” It’s the biggest thing for me as a Website Developer.. Glad to see I’m not alone.
Dude loves the workspace selfies. Game's looking really nice.
UI looks better than what I could do. Also Shneiderman’s 8 “golden rules” of UI could help you.
I definitely like the more imperfect design for the buttons/icons. Makes the game look a bit more cozy, for lack of a better word. Would be neat if the player could make/choose there UI own UI Color Schemes.
Nice call on adding the little accents to the bubbles, it does help give the UI some personality
I love the visual update. They seriously add to the character and charm of the game. Great work!
Thanks a lot ^^
It is a good dayyyy!!!
More impressed with the place you live 😮
So much Nature around❤️
This is a long awaited update! Fantastic job!
7:07 - for the fertilizer tags, maybe it'd help if you made the text colors a darker version of the current background, and the background much lower opacity (or blended more with the parent container's background). That should maintain contrast while reducing attention to them
also - the headers for each statistic ("Contents:", "Fertilizers:") may look nicer without the colon as they are headings anyways. To make them look more like headings without the colon, increase their font size & bottom margin. another thing that might help with distinguishing between headings and normal text is to make headings look _more_ contrasting against the background by making normal text _less_ contrasting against the background
finally I really wish Dosis had a monospace (tabular) numbers OpenType feature for numeric values...nothing much can be done about that...
overall the ui looks really good and fits the "cleanliness" of the game's artstyle :)
Thanks for the suggestions!
LOVE the hand drawn look on icons and buttons!!!
Considering, that currently no sky is visible, I really like that you have chosen clouds as accents, that balances it out.
I first watched you and bought Equilinox when I got out the hospital about 5-6 years ago. still very underated.
Having the ui be adjustable in code is so cool. I'll keep this approach in mind :)
THIS IS AMAZING! This guy is someone i wait excitedly to upload cause i love his content and just love all around😁
UI is one of my favourite parts of programming! Thank you for this video.
The blue colors look great. My favorite is the darker blue palette
There's always so much work that goes into the little things that people look over. UI is absolutely one of these things. Glad there's a video discussing the process that goes into it!
That idea of trying to draw over/around a professional icon to give it more personality is really smart. Wow. Thank you.
Very nice. Gives different feel to the game. Big improvement. Happy you've corrected perspective on top-left clock icon, to be the same as coin.
The most anticipated episode is here!!!! I haven't been this excited before!
UI looks fantastic, perfect for this style of game
Always a pleasure to see progress. Loving the new UI.
4 years since the city builder already? Feels like yesterday to me, time sure flyes by!
As always amazing! My partner has recently started a UI UX course so she has found this fascinating also, can't wait to see more!
Dude I REALLY like this UI design. This is so impressive for real!
Your game already looks so professional.
The colorscheme at 11:37 looks the best in my opinion.
Going to watch the whole video now
The UI looks great. I particularly like the render for each item.
This game is really coming together. Great devlog
Your irl garden inspired me to have my own garden! So far it's growing well! )
These curvy bits in the UI make me think that we're in the sky / clouds.
Great video. I'd say you're doubting your own ability to make good UI - your concepts, ideas, styles and implementations are really awesome! Great work
Amazing work like always! I so can't wait to play another amazing game from you. This one is my fav as i love gardening and always wanted a game that is like this!
Looking good! I recommend removing the boxes from the hotbar totally and perhaps adding a single wide element as the background. The slots would still be there but a bit less visible 👌
I think the hand-drawn design looks great actually, fits the bill. :)
The design is very well consistently stylized and overall cohesive with the rest of the game. It even matches the color palette pretty well. I do like the organic drawing but it may be overaccentuated in the plain buttons. Maybe it's too much shadow or something, but, if there were any weak points in the overall design, that'd probably be it
What a timing ❤
I was about to start implementing UI for my own open world farming game and I can’t believe you uploaded a video about it. Thank you so much and this looks absolutely amazing 😍😍
I think you've done an excellent job with the design but also setting the foundations for future changes. Cell shading looks good, but I believe the animations play a bigger role in this specific type of game, they provide feedback and make the game feel more "alive" (icon wiggling or zooming in, etc).
Also, make sure you run the animations on the icons when using the keyboard, and not just the mouse.
Game is looking great, thank you for sharing your talent with us!
Hey! Followed you a long time, figured I could chime in as someone who as worked has a Senior UI/UX Designer for a long time :D
- On the inventory bar, the counter numbers could get a small circle behind them, that'll increase contrast and allow the number/circle sit slightly outside of the slot background shape. Perhaps try using the icon outline colour as the background for the number. The star could get a similar outline to the icon which would make it pop.
- Really well done on the button shapes. They're really unique and have a fluffy/welcoming feel to them.
- I would consider centering the currency/time elements into the middle of the screen. Perhaps have them either side of a nice juicy round Home/Town button. It'll keep the symmetry that the inventory bar has created and keep the corners/sides of the screen empty for other elements you may need to introduce later.
- Popups look great. They're fairly easy to read but the feedback about the 'filters'/fertilizers looking like buttons is valid feedback. I'd suggest trying a much more translucent fill on the shapes, and go with the same font colour as the fertilizer colour itself. This will make them feel less like buttons, but still introduce the fertilizer colour in a subtle way.
- On accessibility, you're already doing a great job not solely leaning on colour as an indicator. I would more heavily focus on the Fertilizer icons, rather than the colours they have. Especially if you're going to have more than 2-3 fertilizer colours. Colourblind players will struggle with that, if so. Icons are far clearer, and the ones you have already are quite nice. Perhaps you could try adding a " + " to the growth booster icon.
- I would highly recommend adding the ability to hold shift/ctrl to toggle on object/tile examine modes. If shift is held, auto object examine under the cursor, and if ctrl, examine the tile. You can still keep the UI buttons, but that'll reduce the number of mouse clicks and mouse travel needed for more experienced players (not having to move the mouse away from the thing you want to examine to switch mode will be really nice).
Not sure if links will work, but here is a very rough paint-over of some of these suggestions:
i.imgur.com/LkjKFf3.png
Oh, another idea as well, for later representing seasons :)
i.imgur.com/Ob1qSqd.png
Oh wow, thank you so much for the suggestions and for taking the time to make that image - I'm very envious of your skills to be able to come up with something that looks that good so quickly! The changes you've made all look wonderful, especially the fertilizer tags, I love what you did there. Thank you very much for the help!
something I've always loved the idea of but never really seen implemented in a game (except for Hades, actually!!) is unlockable UI color schemes :)
i think it could be really fun to unlock various color schemes through gameplay (maybe tied to an achievement system or some such) and thus allow the user to choose their own game look
anyway, here's to another smashing devlog!!
I really like your UI Design approach - keep it up!
Reminds me a ton of Slime Rancher! Works really well :)
I like the UI. Suits the game nicely. I didn't know there is a game UI database. Thanks for the info!
Implementing your UI controls as separate parts you can color through code is actually a big step towards accessibility because then you can allow the user to adjust the color scheme to fit their personal needs. Vision impairments are varied and personal. If they can adjust font size or the whole UI scale as well, that’s great too.
I am currently at university studying game development. I've love watching these videos and they really help me stay motivated with my own work.
I love the ambient light around your set up. And the video is nice!
Also: perhaps a radial menu around wherever the mouse pointer currently is and selecting a tool by moving the mouse into the radial sector of the tool would help the usability.
Always nice to see these devlogs. Some of the best!
I’ve been playing skyrim and i think their potion mixing system is amazing and could be incorporated in your compost system. Basically so that when you first start the game, you do not know the effects of the fertilizers in the shop and you have to add them and wait for the compost to be ready and only then will you discover the effects of the fertilizers. That could give some progression to the compost system and also, could allow you to have a few sneaky fertilizers with negative buffs;)
Finally got around to playing Equilinox and loved it, which then raised two questions: "Is there more games from the same developer" and "Are there any videos about why and how the game was made?"
Well, finding this video and this channel answers those questions quite thoroughly. I guess I have a lot of videos to pore through!
The Game UI Database also looks fantastic and something I definitely make use in the future. Subscribed, excited to follow the progress!
The new UI genuinely looks so amazing, I love it! For someone who struggles with designing UI you did a really good job!
UI is looking much better. I like the 3D look game is now sporting very smart
This new UI makes a big difference, love the shapes and colours
Nice work as always, I think the UI looks great, love the button style you've gone for and I especially like the transition button too!
I think knowing where to draw a line under a task (at least for stage 1) is a good skill to have in development as you could keep doing the UI until its perfect...then you add the menu and realise you have to change it again!
I think I watched your LWJGL videos a long time ago and now you have a game released and even working on another? That is amazing man! Trying to get back into my hobby of game dev can be difficult but once you're in it your locked down and I love every second of it.
You are doing great and living a lot of peoples' dreams!
Graphic designer here with some feedback: The buttons with text could use a little more padding. It will be easier to read and will look less cluttery. love the faux drawn icons!
ui look great imo u can be proud, crazy how you seem to be able to learn anything
one thing id change would be making the outlines white rather than black, maybe it would fit better with the general color scheme of the game while still keeping the readability that an outline gives
id try it at least
also idk if you plan implementing a day night cycle in the game but if you do, the ui could change depending on the time
all in all great work man love these videos always make me happy to watch
i compiled a list f really cool features that you may consider adding to the game here it is:
*1.* Currently some players will think that making their farm good and look good is useless, so why not make a competition that happens from time to time
and its a competition for the best farm, and the rewards may be: ingame coins, etc..
*2.* Make guides for everything because if you're a new player you wouldn't know the mechanics without watching the devlogs
*3.* And for the paths getting dirty mechanic make it so that for the dirt paths the thing you clean is fallen leaves instead of dirt
because cleaning dirt from dirt paths is kinda stupid
and a fun little idea! : make the harvesting sound effects of the game from your irl little garden, record sounds of you harvesting and add it to
the game, if it sounds good of course
UI is overlooked by many players, but spending the time to get it into a great state pays off. Overall great progress!
Every time I watch you, I realize how grateful I am that I use an engine. You have to code to simply rotate a UI element? No, thanks :)
Your art style great btw. I really liked it.
After all those years I expected you to be far further ahead in life since you started with such an high aptitude.
You’re slowly motivating me to start out and make some small games just for educational reasons. Love your content
I would love to see a livestream or a longer coding video. 🙂
Looks amazing! Well done - you never disappoint ❤
looking insane. Must be hard to keep work so consistent for so long and after all that time seeing the end result. Very satisfying feeling i am wondering
Am I the only one who got impressed by his office setup? I will use that as an inspiration for mine.
It looks very neat! It is extremely hard to keep your goals straight when you are working solo, and to avoid tweaking endlessly. At some point it becomes hard to keep perspective. Move to the next card on your board. If the need arises, you can come back later to rework these features with a fresh eye. Keep it up! The result is already fantastic.
As soon as I start work on UI and get stumped you upload. Great work Bro!
The UI looks great! As a software developer myself I also struggle with creating professional looking UI. I would be very happy with myself if I produced that UI!
If you are going to redraw over some icons, the brush tool for most art programs has a smoothing function that lets you freehand your lines without the jitter one would get from drawing with a mouse. You could give that a go. Wonderful video, amazing to see how the game is coming along!
UI looks really good, clean, simple and fits the game perfectly
Hey great video! I think the brown color scheme is a lot more clean than the others, you can still see the buttons perfectly fine but there is a lot less jarring contrast.
Looks good. The "wavey bits" on the icons remind me of clouds, which fits in nice with the whole farm, outdoor theme. You could make the colour scheme selectable in preferences in the future as well, so people select which works best for them. Maybe even a colour blind mode.
Looking great, I'm always so drawn in with your videos!
It looks so good! Super clean, and so very pleasant to look at. I'm so hyped for this game!
The UI is absolutely beautiful, congratulations
The UI style looks kinda like clouds, which makes sense for being a bunch of stuff hovering over a farm! I like it.
UI is surprisingly hard. I've done it professionally a few times. I think you've done a brilliant job with it so far. I'm dyslexic, I like that font, it's not hard for me to read.
Keep the cell shading in the icons IMO. It looks fantastic and gives the interface some charm. For some reason it reminds me of Dragon Quest 8, which is one of my favourite childhood games of all time, so maybe I'm biased.
I totally understand stressing out so much about the little details but as someone who sees the ui for the first time, i think looks perfect :D
I literally felt like saying woah when it transitioned from the placeholder ui to the new one
That UI looks really good! Gives the whole game a lift.
"I've been working on it so long I've lost the ability to look at it objectively." I feel this every time I do world design or UI design for long periods of time. Always great to have other people give you unbiased notes.
Looks amazing as always man so happy to see how far this has come!
Great improvement on the UI!
UI looks absolutely fantastic! To me, the non-cellshaded icons look much better.
Thanks for the feedback!
Love the UI. It really matches the games overall aesthetic. I think the shadows on the icons look great, they don’t need to be the same as in game - I’d argue it helps separate them and make them recognizable as icons.
One idea I had: Add a circle around the numbers of items in the inventory and give it a background so the numbers are more readable. Maybe that works?
Cheers :)
Wow. the design is sooo good!
This is my first look at your game, it looks super cute! At the end, being able to toggle the UI colors made me think about how it could be used to signify a season (if you have the 4 seasons in the game).
Anyways, I think it turned out really nice 😊
Thank you!
I like how smooth/rounded the new UI looks. It fits well with the aesthetic of your vegetables.
If you need inspiration for icons and stuff, it might also be helpful to look at how e.g. plants are sold/presented, the next time when you're buying something for your balcony.
Keep up the good work. I'm looking forward to your next devlog.
Loving the UI design and layout! Great work dude!