Image 1 — Task panel panel UI – how do you read it?
Image 2 — Task panel panel UI – how do you read it?

Task panel panel UI – how do you read it?

Hey all! I’m designing active task cards for my game. Players use these cards to track the resources required to complete a task.

The three cards show different states:

  • No requirements completed
  • One requirement completed
  • All requirements completed

The UI was designed in Figma and implemented in Godot. The target audience is desktop players who enjoy management and automation games.

I’d appreciate feedback on:

  • Is the progress clear at a glance?
  • Are completed and incomplete requirements distinguished enough?
  • Is the relationship between each number and its resource icon obvious?
  • Does the visual hierarchy work, or does anything attract too much attention?

The main reference for this design was a panel from another game (shown in the second image). However, I don’t like that it replaces the resource amount with a checkmark once the player has collected enough.

u/Aromatic-Ad9337 — 5 days ago

Unexpected military visit

8% weekly usage left >.<
I suppose I'll have to come up with some plans to go out somewhere.

u/Aromatic-Ad9337 — 15 days ago

I'm impressed what Codex can do with Godot: I discovered ability to record videos

Hey! With Codex I've built a short vertical slice of space roguelite game. While doing it, I questioned myself, what if I just ask you guys about the direction – and the idea clicked in the head – I asked Codex if it can make a simple gameplay video. Turned out Godot has everything for it, so here it is – the simplest video of the gameplay made by Codex.

I'm sure many of you know this possibility, but for me it was a true discovery. Feel so exited!

u/Aromatic-Ad9337 — 28 days ago
▲ 56 r/spacegames+6 crossposts

It's time for AI placeholders to go – working on "out of the head" ship design

I think the gunship is kinda overdetailed. Feels like there should be another "step" between interceptor and gunship. May be a cruiser that'll look less detailed than gunship.

u/Aromatic-Ad9337 — 1 month ago
▲ 15 r/spacegames+2 crossposts

This mining barge goes mad with the new weapon – homing missiles. No mercy.

Auto-targets the fastest hostile in range. Splash: 120 radius, 70-100% damage.

u/Aromatic-Ad9337 — 2 months ago

This mining barge goes mad with the new weapon – homing missiles. No mercy.

Auto-targets the fastest hostile in range. Splash: 120 radius, 70-100% damage.

u/Aromatic-Ad9337 — 2 months ago

What this UI means? Think before you look at the second image.

Initially, I explored a few variations for indicating item condition (durability) in the station UI. Then I realized I would need to explain these indicators in a tooltip. So I reduced the number of colors used. Since I also need to highlight the module parameters (in progress), I wanted to avoid making the interface look like a rainbow or a traffic light.

u/Aromatic-Ad9337 — 2 months ago

What this UI means? Think before you look at the second image.

Initially, I explored a few variations for indicating item condition (durability) in the station UI. Then I realized I would need to explain these indicators in a tooltip. So I reduced the number of colors used. Since I also need to highlight the module parameters (in progress), I wanted to avoid making the interface look like a rainbow or a traffic light.

u/Aromatic-Ad9337 — 2 months ago

What this UI means? Think before you look at the second image.

Initially, I explored a few variations for indicating item condition (durability) in the station UI. Then I realized I would need to explain these indicators in a tooltip. So I reduced the number of colors used. Since I also need to highlight the module parameters (in progress), I wanted to avoid making the interface look like a rainbow or a traffic light.

u/Aromatic-Ad9337 — 2 months ago

What this UI means? Think before you look at the second image.

Initially, I explored a few variations for indicating item condition (durability) in the station UI. Then I realized I would need to explain these indicators in a tooltip. So I reduced the number of colors used. Since I also need to highlight the module parameters (in progress), I wanted to avoid making the interface look like a rainbow or a traffic light.

u/Aromatic-Ad9337 — 2 months ago

L.U.A. Leave Us Alone: Added new module: Stasis Webifier. Is 65% too much?

When activated, slows the nearest target. Light pirates (Scouts) are equipped with this module; there's a small chance it will drop when they're destroyed.

test.lua-game.com
u/Aromatic-Ad9337 — 3 months ago
▲ 12 r/spacegames+4 crossposts

New module: Stasis Webifier

When activated, slows the nearest target. Light pirates (Scouts) are equipped with this module; there's a small chance it will drop when they're destroyed.

u/Aromatic-Ad9337 — 3 months ago