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Lobby UI examples/screenshots
Posted: 10 Mar 2015, 17:12
by gajop
I want to use this thread to collect ideas of good lobby UI design, so please post examples.
It can include: game launchers, in-game/out of game lobbies for one or more games, Spring or non-Spring related, RTS as well as non-RTS.
Also a particular interest is matchmaking, chat and how important buttons (Play/Singleplayer/Multiplayer) are laid out.
I'll probably use this to work on chililobby, which is going to work for multiple games, but I'm still quite interested in game-specific lobbies.
Misc:
Steam login:

Desura login
Single-game:
LoL launcher:

LoL lobby:

LoL lobby (choose queue):

Dota 2 lobby:

Dota 2 lobby (choose queue):

WoW ingame chat:
Multi-game:
Steam library:

Battlenet launcher:
PS: Do not discuss in this thread how a spring lobby should look like or what it should include. Just post other existing lobbies that we can use to get design ideas from.
Thanks!
Re: Lobby UI examples/screenshots
Posted: 10 Mar 2015, 17:25
by gajop
So far my favourites are:
-LoL for the Play button + way of choosing queues. The button's easy to spot and initially the user isn't overwhelmed with options. Queues also only offer about 2-4 choices per step, making it easy to follow.
-Battle net launcher for choosing multiple games. Each game has an icon making it clearly distinguishable from each other and the Play button is very clear. I know Steam has some other layouts but I think this is the most used one (and best).
-Steam login
-WoW ingame chat (powerful yet everyone gets it pretty fast).
Re: Lobby UI examples/screenshots
Posted: 10 Mar 2015, 17:30
by Funkencool
I'm pretty impressed with the new UT's menu system, at least for being in pre-alpha state.
I think it's already leagues better than the last few iterations.
Their hub idea is neat. It's basically a way to create smaller communities within the much larger one. Hubs can have multiple games going that you can switch between at any time; all while still keeping a global chat between them. So if you and a friend (or foe) want to have a duel in between matches, you could without leaving that hub.
Re: Lobby UI examples/screenshots
Posted: 10 Mar 2015, 17:40
by gajop
Still a bit unclear how you join hubs (is it automatic community partitioning?)
I found this site regarding hubs:
http://www.unrealtournament.com/blog/hu ... ct-update/ but not much else. Have yet to watch the video though!
Re: Lobby UI examples/screenshots
Posted: 10 Mar 2015, 17:41
by 8611
openRA
(remake of Command & Conquer series with atm three major mods/games: Red Alert, Tiberian, Dune 2000, coming in future Tiberian Sun)
After starting openRA:

menu allows to play Singleplayer (mission or skirmish) of selected game or go to multiplayer.
Select mod opens mod-selection:
In mainmenu the differences between mods are mostly cosmetic:
A different mod is selected, background and buttons graphics are bit different:

This mod is the only one without missions (yet, wip) so that that button is also greyed out.
the games/mods share a multiplayer-lobby like this:

(notice 4 "Red Alert" rooms and one "Tiberian Dawn" room)
Noticeably in this menu there is no chat. However an official irc on homepage is used for the same function.
Beside this normal lobby, currently running matches can be viewed on the homepage at
http://www.openra.net/games/ or organized in irc.
(interessting for games with small communities)

Re: Lobby UI examples/screenshots
Posted: 10 Mar 2015, 17:42
by 8611
for prev post. 3 attachments is limit.
Re: Lobby UI examples/screenshots
Posted: 10 Mar 2015, 18:01
by Funkencool
You might have to skip through it a little, some of it's a little dry
It's not automatic but each hub kind of has it's own purpose for the most part. For now you just join them like you would most servers.

Right now they aren't used very often because they're pretty buggy. (I usually play chicago but it's not even on there right now). Most players are still running classic style servers.
Since I have it running I'll put up a few more shots
(custom game screen)
