#ui game
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illuminesce · 2 years ago
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In December of last year, @mabbees and I gave a talk at Nerd Nite Tokyo about a genre of games that have been called "desktop simulators" or "UI games"—essentially, a narrative fiction that takes place entirely within an interface, whether it be a smartphone, an old school Mac, or an imaginary interface in hypnospace.
We called these types of games "Interface Dramas," as in, "telling dramatic stories through the use of interfaces."
We think this should be its own defined genre and should be something games can be tagged as on Steam, just like "point-and-click adventure" games or "story-rich" games.
Check out the transcript of our talk—it goes over what interface dramas have in common with other adjacent genres such as interactive fiction, visual novels, simulation games, and alternate reality games, and what makes them different.
View transcript and slides here.
Games featured in the cover images are:
Terranova
Her Story
SIMULACRA
Hypnospace Outlaw
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prokopetz · 2 months ago
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RPG Maker horror game where at first you think it's doing the "menu/UI sound effects are moist-sounding for no particular reason" thing that so many games of the type do, but later you end up temporarily switching characters at various times and it gradually becomes apparent that nobody else's menu FX are moist. Just yours.
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hydraballista · 15 days ago
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Supernatural Video Game UI Concept
Here I am with another "how come this doesn't have a video game??? fine, I'll do it myself" concept :D Because a co-op game where you play as either Sam or Dean, solving cases, hunting things together sounds so much fun! You can check the link for the individual images, apologies for the long a** post :D
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niidsch · 11 months ago
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Animal Crossing: Wild World (늘러오세요동물의숲) ✰ 2005
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blacktabbygames · 6 months ago
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Scarlet Hollow UI Redesign Work In Progress
HELLO! As some of you may know we've been hard at work on a large overhaul patch for the first four episodes of Scarlet Hollow to bring the game closer to our ever-higher standards. While there are a lot of content changes and additions coming with the update, here's spoiler-free look at how the UI side of it is coming along. New UI on top, old UI on bottom. First, and most importantly is the updated textbox. We've been adding a lot of detail to small UI elements, and this is no exception — there are more leaves, and those leaves have some color in them now, which we feel makes the in-game art feel a lot richer. On the usability side, you'll notice that this new box is both taller, meaning that we can fit more options before you need to scroll, and that the scrollbar is located further to the right, meaning options can be longer before flowing onto the next line. (Again, meaning there will be less scrolling.) We've also moved the quick menu into the textbox so it no longer overlaps with any background art.
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Next up, we've got the main menu. Not a ton to say here. Logo is smaller and has some color so it feels less stark. The font choice is tighter, and we added a border where the text options start to improve the feel of things. In general we're trying to make options that make the interface feel warmer, more organic, and less sterile.
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Next we've got the in-game menu. Again, framing things with organic shapes to provide better flow and separation. We've also added a wooden "frame" around each save game thumbnail give them a more natural feeling.
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Similar notes for the new confirmation screen. We're probably going to increase the opacity a little bit. At the moment is a little too transparent.
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The journal has new assets, and instead of a generic cross-hatched background, we add a semi-transparent black layer so you can still see the game world behind it.
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And speaking of generic cross-hatching, we've also removed it from character creation, instead replacing it with backgrounds from inside the game. Overall this should feel a lot more welcoming.
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These backgrounds change with each new slide, too. Here's how trait selection works.
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Anyways that's it for now! Happy new year :)
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skeletonfumes · 3 months ago
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Marathon | Gameplay Reveal Trailer
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hrokkall · 8 months ago
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ULTRATOBER /// TENTH OTHER GENRE
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V1 - Break in
The boards yield to your punching in a matter of moments.
By the time you've lowered your fist, it's as if there was no "KEEP OUT" written at all.
V1 - Proceed.
Nothing else stands in the way of your progression. You slide effortlessly down the corridor, metal hide unmarred by the heat.
V1 - Look around
The room is empty, bar for a single pedestal.
It beckons to you.
You are starving.
V1 - "..."
> Take the gun. > Take the gun.
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iiryebreadii · 8 days ago
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hiiii guess who went insane about @sunnylolli and @aroace-get-out-of-my-face's Dredge AU? it's me, i did. here, have a fake screenshot <3
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gabbyp09 · 3 months ago
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Magia Exedra Opening Lighthouse by Yuki Kaijura
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prokopetz · 10 months ago
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Tumblr's tag colour coding whatchamajig apparently knows something we don't.
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thisisrealy2kok · 1 year ago
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Nintendo in 2001
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eydika · 5 months ago
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Custom Sugarcube 2 template inspired by Choice of Games and dashingdon
With the recent news of dashingdon shutting down I decided to dust off an old twine template. Might make the move to twine easier for some, might not, either way I had fun.
Template on itch.io
Template is compatible with the most recent Twine update (2.10.0)
Features:
Mobile friendly UI
Settings to change theme (white, sepia, dark), font (including a dyslexia friendly font), font size
Autosaving and custom save names
Toggleable notifications
A passage to choose custom pronouns; both by reader input and preset, as well as pronoun widgets for grammatical differences
Special passages labelled and explained
Multiple stat bars
Stylesheet and Javascript labelled to make everything easy to find and change
Custom macros (linked in file)
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blacktabbygames · 8 months ago
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Been working on cleaning up the Scarlet Hollow UI! • Text box is taller, meaning you can read more dialogue options at once without scrolling. • Text box is more transparent, meaning you can more clearly see art behind it at all times • Scroll box for choices is wider, meaning it's less likely a given choice will take up multiple lines (again, less scrolling!) • Added some leaves to populate the negative space. • Quick menu now lives in the text box, clearing up space in the top right for character sprites. • Leaves slightly change colors when a character talks (vs narration) • Leaves will turn deep red when a major decision is on the screen!
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For all of you who can't tolerate change: 1. Play Slay the Princess
2. We're also adding an option to use a more minimalist textbox that has less leaves/color, but keeps the increased box height
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moomoofoo · 11 months ago
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thank you magia record
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decamarks · 11 months ago
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I think if I could just arbitrarily summon any kind of video game into existence, it would be a sprawling visual novel/roleplaying game (i.e. Disco Elysium) with an exhaustive in-game visualization of its dialogue trees. Every internal variable and conditional branch would be made external for your perverse voyeuristic pleasure. It would essentially be the same experience as reading a game's raw script—just prettier, and you can click on stuff.
A game like this would be exhausting for literally every party involved. That's why it would rule.
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fanfenomenon · 4 months ago
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hyperfixated on this game so hard i tried to recreate ac syndicate's animus database using html css and js👍
i will make this responsive though, i've only started doing the frontend but i'll also start doing the backend as soon as i finish this
basically this is gonna be a website that will allow you to create a database of your assassin's creed OCs (btw this was inspired by @gwen-the-assassin's idea <33) and help you with worldbuilding and making AUs (i know the ac fanon wiki already exists for that but i wanted to make the experience of keeping a database more immersive u know....)
this might take a while to be completed, but I'll try to post updates on it as much as possible! if there are any programmers/web developers in the ac fandom that want to contribute to this project plsplspls DM me!!
actual pic of the database for comparison:
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ik it's not entirely accurate but this is the simplest database in the game that i could recreate lmao
also code snippets just cuz (+ me crashing out)
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