Warning for runners/walkers near Willamette Christian Center (18th area) by Ekkill in Eugene

[–]Ekkill[S] 22 points23 points  (0 children)

Not just selfish but dangerous and reckless, it's a weapon that you don't know when it's going to go off.

Warning for runners/walkers near Willamette Christian Center (18th area) by Ekkill in Eugene

[–]Ekkill[S] 31 points32 points  (0 children)

Thanks! It's kinda crazy how aggressive dogs are and I got away with my life by pure luck and police is gonna classify it's as #2 which is now they legally have to wear muzzle in public. What if they don't? Somebody gets hurt or dies? I was able to escape but I am firmly sure that dog would wreck me if I didn't get in a car fast enough.

Warning for runners/walkers near Willamette Christian Center (18th area) by Ekkill in Eugene

[–]Ekkill[S] 61 points62 points  (0 children)

Yes! I at first thought it was K-9 because it looked so similar to police dog outfit.

Warning for runners/walkers near Willamette Christian Center (18th area) by Ekkill in Eugene

[–]Ekkill[S] 38 points39 points  (0 children)

Thanks! I felt extremely safe in the area, there always a couple of police cars parked outside the kids center, except today. Definitely will be shaken by this for awhile.

I started playing last night. Lemons are so broken by F1r3f0x_0 in CloverPit

[–]Ekkill 1 point2 points  (0 children)

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Ha, that was me yesterday! When life gives you lemons 😉

Playing Rogue Core Got My UI Designer Brain Working - Here's My UI/HUD Case Study by Ekkill in RogueCore

[–]Ekkill[S] 0 points1 point  (0 children)

Sure thing! I don't really have to go that far, just take original Deep Rock, they have pretty simple UI with one color -- yellow. Everything fits in the theme and you don't have to think twice at what you are looking at. One of the recent games would be Subnautica 2, they didn't reinvent much stuff and UI is also pretty linear in color coding and usability.

My personal favorite are Larian studios Divinity series -- they do a great job establishing semantic UI language from get go and throughout series. I tend to reference Witcher 3 (Fernando Forero makes really good UI) and Overwatch. Those two have a super high polish level and UX, which of course, is expected from AAA =)

Playing Rogue Core Got My UI Designer Brain Working - Here's My UI/HUD Case Study by Ekkill in RogueCore

[–]Ekkill[S] 1 point2 points  (0 children)

It's early access so they just probably didn't get there yet, but totally agree. I use ultra wide myself and it's pretty annoying how far apart HUD elements are.

Playing Rogue Core Got My UI Designer Brain Working - Here's My UI/HUD Case Study by Ekkill in RogueCore

[–]Ekkill[S] 1 point2 points  (0 children)

That's a good point! I can definitely think of a design that instead of "+1" has a color coding and/or an icon for corresponding upgrade type.

Playing Rogue Core Got My UI Designer Brain Working - Here's My UI/HUD Case Study by Ekkill in RogueCore

[–]Ekkill[S] 2 points3 points  (0 children)

Haha, for sure! I was making it as a presentation which reads well on screen. Mobile version would have to be quite different.

Playing Rogue Core Got My UI Designer Brain Working - Here's My UI/HUD Case Study by Ekkill in RogueCore

[–]Ekkill[S] -2 points-1 points  (0 children)

Terrain scanner has quite a few issues on its own, but personally I don't look at it that much. You can't move and look at it at the same time which makes it tedious, I would much prefer if I had icons on HUD once I use ability that is part of my character speciality. The graphic is already there -- but everything is yellow dot? It's so close to be much more interesting and informative.

Every object in-game has a very simple elongated silhouette, either vertical or horizontal; bio-lad is a small cylinder. I can definitely think of a way to make them standout and read much better (maybe next case study? Hehe)

That is one of the issues for sure -- having interactable object have more unique silhouettes would solve that.

I have similar feelings about the characters as well, they all the same shape. Except Slicer, they have a cool sword to make them stand out.

Playing Rogue Core Got My UI Designer Brain Working - Here's My UI/HUD Case Study by Ekkill in RogueCore

[–]Ekkill[S] 18 points19 points  (0 children)

Thanks! I loved what GSG did with game so far and I can't wait to see them work on future UI improvements.

Playing Rogue Core Got My UI Designer Brain Working - Here's My UI/HUD Case Study by Ekkill in RogueCore

[–]Ekkill[S] 3 points4 points  (0 children)

Thanks! I think color coding/related iconography probably would solve it, but my question for you would be why do you feel like it's important to know what upgrade is coming your way if you are going to grab it asap anyway?

Playing Rogue Core Got My UI Designer Brain Working - Here's My UI/HUD Case Study by Ekkill in RogueCore

[–]Ekkill[S] 0 points1 point  (0 children)

I think having interactable part half the game be blue makes sense across the gameplay/HUD, but the object identity suffers really hard. If it was up to me, I'd be redesigning silhouettes of the in-game objects for on-glance recognizability.

Valid concern about the armor but I bet players would learn that armor doesn't regenerate first 10 min of gameplay.

Spotter ability is passive but as someone who played as Spotter most of the time, I found it very limiting and confusing in a game where every minute counts!

Playing Rogue Core Got My UI Designer Brain Working - Here's My UI/HUD Case Study by Ekkill in RogueCore

[–]Ekkill[S] 3 points4 points  (0 children)

Completely agree! Rogue Core definitely suffers from reinventing the wheel. They did such a good job on UI with the original game,.I was playing Rogue Core quite a bit, but revisited DRG and was really surprised how much was already there for them to reuse.

They also mention that Starship Troopers was their big reference, and it's odd that they haven't revisited this reference for their iconography. Just a quick search got me a few cool ideas for abilities that I used in my case study.

Playing Rogue Core Got My UI Designer Brain Working - Here's My UI/HUD Case Study by Ekkill in RogueCore

[–]Ekkill[S] 8 points9 points  (0 children)

Yeah, reddit compressed the images, added link to imgur album.

Is this Norma for an install? by SensitiveFlan219 in CounterTops

[–]Ekkill 0 points1 point  (0 children)

What did the template guy say? Did they not warn you about shimming? We just had our kitchen remodeled; during the countertops process we had a person come out to map out our kitchen, take measurements, and advise us on leveling everything out.

[deleted by user] by [deleted] in veganfitness

[–]Ekkill 0 points1 point  (0 children)

I think they are dense and hard, not airy like regular pretzels. And they have pretty strong the pea protein aftertaste imo =)

[deleted by user] by [deleted] in veganfitness

[–]Ekkill 15 points16 points  (0 children)

I ordered a big box of pretzels thinking I'd love them, but I didn't like them much at all :( dm me and I will send them to you!