Ren'Py specific questions should be posted in the Ren'Py Questions and Annoucements forum, not here.
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What do you think defines a good GUI? What buttons should be added or removed? How much of the screen should be taken up by the text box? stuff like that.
Other than the good, what do you think makes a bad GUI?
I'd like you guys to discuss this 8D
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Keep it simplistic (doesn’t necessarily mean minimalist) and think of functionality first.
Things like how much of the screen should be taken up by the text box, really depend on many factors, such as resolution, transparency of the text box and your overall style.
“It seems that perfection is reached not when there is nothing left to add, but when there is nothing left to take away.”Aka-kami wrote:What do you think defines a good GUI? What buttons should be added or removed?
Antoine de Saint-Exupéry,
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- A GUI should be as intuitive and self-discoverable as possible. In other words, the user should be able to understand what each widget is for, and which widget/element is the appropriate one to achieve something. Tooltips and similar mechanisms can help a lot with this, but overdoing it can add too much clutter to the GUI.
- A GUI should be space-efficient: it should use as much space as needed to achieve 1), but not more.
- A good GUI must be responsive: whenever the user takes an action, they should see the program's reaction (or a proper indication that something has happened) almost immediately. For example, when an option from a radio-group is selected, it should be clearly distinguishable (if you look at the default themes included with Ren'Py, you may see some failing at this with nearly undistinguishable colors for selected and idle widgets). Also, if some action involves a long process (unlikely in Ren'py games, but may happen on other games and GUIs), an indication should be given that the program is working and not just "frozen" (for example, if a 3D game has to load a scene with hundreds of meshes and thousands of polygons, a loading screen with a progress bar is very appropriate).
- A good GUI needs to be consistent: if two widgets are used for similar tasks, they should look similar. Sometimes this means sacrificing a bit of space-efficiency (like making all the buttons in a column equally wide even when only one of them needs the full width), but it will make the GUI slightly more intuitive, so it's a good trade.
These are just the most basic foundations, there are lots of tiny details here and there that are normally learnt with experience and feedback. Let me emphasize a bit further the mention on feedback: the term GUI stands for Graphical User Interface; the opinions from users should have some weight.
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