问HN:Minecraft的用户界面元素风格(与现代平面玻璃界面相比)

1作者: xeonmc1 天前原帖
鉴于最近WWDC上苹果发布的液态玻璃设计语言以及随之而来的关于其在转换可用性视觉层次方面的功能性讨论,我在想是否可以从一个与之平行发展的环境中汲取一些经验——即视频游戏界面。视频游戏界面的趋势最初是通过风格化的装饰来促进沉浸感(例如:《魔兽争霸》和《星际争霸》),然后经历了一个极简主义的阶段(类似反射瞄准器的单色HUD叠加),最终在需要在快速游戏过程中传达可视信息而不妨碍玩家的情况下,形成了一种风格化与功能性的混合。 作为一个具体的案例研究,我想请教HN对《我的世界》的用户界面设计语言的看法,特别是其半3D按钮和滑块的外观,这些设计是为了在受限的像素艺术颗粒预算下传达视觉层次感。 它利用不同深浅的灰色边框,在斜面边缘上营造一种伪表面法线高光,以指示元素是凸起还是凹陷。 我认为这是在视觉复杂性预算上进行极致优化的有趣创新,或许现代的斜面玻璃设计语言可以从中获得一些灵感?
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Given the recent WWDC announcement of Apple’s Liquid Glass design language and the subsequent discussion on their functional usefulness in converting visual hierarchy of affordances, I’m wondering if some lessons could also be taken from an environment that had evolved in parallel -- that of video game interfaces, whose trend initially started out being a vehicle to facilitate immersion via stylized decorations (see: Warcraft and StarCraft), then underwent a phase of minimalism (reflector sight-esq monochromatic HUD overlays) before finally settling on something that is a mixture of stylized and functional thanks to a design pressure of needing to convey glanceable information during fast-paced gameplay without getting in the way.<p>For a specific case study I’d like to ask what HN thinks of the Ui design language of Minecraft, specifically the semi-3D button and slider looks motivated by a need to convey visual hierarchy given a constrained pixel-art granularity budget.<p>It utilizes different shades of grey borders to convey a sort of faux surface-normal highlight on beveled edges to indicate whether the element is raised or sunken.<p>I think this is an interesting innovation of min-maxing the visual complexity budget that perhaps the modern beveled-glass design language could draw some inspiration from?