Title Box 1.
The consistent color scheme compliments the values present in the game design. While the buttons are simple in their design, they provide depth through the addition of shadows and gradient. These fit the overall style while drawing the users attention. The background patterns cause the user interface to blend with the background of a CG, providing a clearer perspective on how the GUI blends with the game. The characters appear above it, consuming most of the space. This makes them the center of the player’s attention.
Dialogue Box 2.
The pattern on the dialog box highlights the text, thanks to the clear space made specifically for it. The character’s name is clearly distinguished from the text, making it easy to follow the dialogues. It leaves space for the text and does not obstruct it. The dialog box has space for sprites in both ends, which prevents the most apparent obstruction from disturbing the text. The box below the dialog box contains a convenient quick menu, which accesses common functions such as ’save’ or ’load’. Though there’s a lot of functions, this User Interface packages them into familiar patterns, making it easy to navigate. The player needn’t worry about clicking the wrong button.
The log features text history. The slight transparency in the black background makes it easier for the player to absorb the information. The still-visible background increases immersion, while the soft contrast makes the discrepancy comfortable to process.
The line keeps the player’s attention on the text in current focus, while the ’mute’ button’s position creates an intuitive way to halt the voice replay. The ’close' button’s position on top of the navigational slider implies navigational use, furthering the intuitive design. The slider stretches the height of the screen. The top and bottom buttons allow easy navigation, reducing the need for a mouse wheel. The slider is easy to drag and distinguishes itself from the slider due to the varied color scheme.
The options screen provide an easy-to-use interface, with clear and distinct options. The ’tick’ in the tick box is significantly larger than the tick box, which gives the player a clear indication of their choice. This combines with the black outline to distinguish the ’tick’ from the surrounding elements.
The text describing the option wears the same color as the available options, clarifying the player's choices. The logo is positioned to the side, so as not to interfere with the player’s perception. Instead, the logo serves to remind the player of the game being played. This occurs in other parts of the GUI. It solidifies the logo in the user’s mind.
The overlay provides all tools needed to enjoy the game. It’s non-obtrusive, though highly relevant to the player’s perception. It is composed of two parts. The bottom portion affects navigation within the game itself, while the top part allows navigation within the inner preference screen. The two are distinguished by color and size. The top bar is bigger and has more saturation. Meanwhile, the bottom bar is smaller, lighter, and uses less saturation. This reduction in size leads the eye to drift towards the options and top bar. The options background is transparent. A clear label has been added to the left. This distinguishes the section the player is viewing. The transparency allows the player’s eyes to rest from the colors, creating a clearer background view.
Save & Load 6.
This screen has multiple boxes, which serves to distinguish shapes brighter than the background. The button’s similar color scheme suggest linked functions. The selected save is clearly indicated by its large size. The size change is gradual, which pleases the eye. The selected page is indicated by a clear red, which makes it easy to distinguish between the other page buttons.The text on the save buttons is structured to make the text easy to follow, allowing for easy reading. The white color stands out and blends only slightly with the background. This eases clarity and makes it less taxing to read. The ’trash bin’ button is positioned to the side of the main functions. Thus, it will always be out of focus, preventing the player from accidentally clicking it. At the same time, it is still well within the player’s reach.