{"id":6195,"date":"2020-08-23T22:15:47","date_gmt":"2020-08-24T05:15:47","guid":{"rendered":"https:\/\/www.wurb.com\/stack\/?p=6195"},"modified":"2020-09-04T14:36:52","modified_gmt":"2020-09-04T21:36:52","slug":"gemcraft-ui","status":"publish","type":"post","link":"https:\/\/www.wurb.com\/stack\/archives\/6195","title":{"rendered":"Gemcraft: UI"},"content":{"rendered":"<p>While I&#8217;m grinding out the last few Vision levels, let&#8217;s critique the UI! The UI in <em>Gemcraft: Chasing Shadows<\/em> has a general look of rectangular slabs of lightly-mottled grey stone. One part of it is even identified as made of stone in the game&#8217;s fiction: the &#8220;wave stones&#8221; in an endlessly-rising column along the left side of the screen. These stones depict and describe upcoming waves, with a texture indicating whether it&#8217;s a reaver, swarmling, or giant wave, and icons for any special powers &#8212; with more specific stats and details available from a pop-up on rollover.<\/p>\n<p>On the opposite side, you have your main control panel and gem inventory. You&#8217;ve got a grid of 12 rows and 3 columns to hold any gems not currently in play, and it&#8217;s nearly always empty or close to empty, because why would you create gems and not put them into play immediately? If I&#8217;m not going to use it right away, I&#8217;d rather have the uncommitted mana. I do like to keep <em>one<\/em> gem on hand, because there&#8217;s a hotkey for &#8220;duplicate the first gem in the inventory and use it as a gem bomb&#8221;, and that only works if there&#8217;s a gem in there. But I basically feel like this is one of those design decisions that doesn&#8217;t really mesh with the gameplay, like the desktop customization in <em>Hypnospace Outlaw<\/em>.<\/p>\n<p>Creating gems is a little unintuitive: you select a color, then you click on the inventory, and the grade of gem you create is governed by the inventory row you clicked on. It&#8217;s a familiar system, going all the way back to the original <em>Gemcraft<\/em>, although you didn&#8217;t have any control over the created gem&#8217;s color there. But it still feels a little weird. There have been other weird-feeling experiments, such as the skill upgrade menu in <em>Gemcraft: Labyrinth<\/em> that had you select a number by dragging up and down without a visible slider. But such things don&#8217;t usually stick the way the gem creation UI has.<\/p>\n<p>Along the top are buttons for casting spells. These also have hotkeys, as do most of the buttons in the UI, but I have to admit that, even after playing this game for longer than it probably deserves, I use hotkeys sparingly. It took me forever to even start using &#8220;W&#8221; to build walls, and that&#8217;s one of the few really useful ones, because when you build walls, you usually want to build a lot of them. Building mode puts a transparent overlay on the screen showing exactly where you can and can&#8217;t build, which unfortunately also does bad things to the framerate. Gem-bomb-dropping mode is even worse. I usually pause the game during such operations. Somehow it&#8217;s less painful that way.<\/p>\n<p>It&#8217;s worth noting that all UI elements are demarcated with the traditional Windows-95-style beveled borders, just a little darkening of the mottled stone along two sides and lightening along the other two, giving things a raised or inset appearance. This is something that&#8217;s fallen out of fashion lately, which is a shame, because it&#8217;s such an elegant way to communicate a whole lot about how the UI functions. Someday UI designers will rediscover it, and it&#8217;ll be a revelation to the world.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>While I&#8217;m grinding out the last few Vision levels, let&#8217;s critique the UI! The UI in Gemcraft: Chasing Shadows has a general look of rectangular slabs of lightly-mottled grey stone. One part of it is even identified as made of stone in the game&#8217;s fiction: the &#8220;wave stones&#8221; in an endlessly-rising column along the left [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[1],"tags":[460,461,563],"class_list":["post-6195","post","type-post","status-publish","format-standard","hentry","category-uncategorized","tag-gemcraft","tag-gemcraft-labyrinth","tag-gemcraft-chasing-shadows"],"_links":{"self":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts\/6195","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/comments?post=6195"}],"version-history":[{"count":2,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts\/6195\/revisions"}],"predecessor-version":[{"id":6229,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/posts\/6195\/revisions\/6229"}],"wp:attachment":[{"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/media?parent=6195"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/categories?post=6195"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.wurb.com\/stack\/wp-json\/wp\/v2\/tags?post=6195"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}