Can I fix Zelda's UI using Unity?
526K views · Feb 7, 2025 · Gaming
Comments · 2.1K
@GMTK · 1 year ago (edited) · pinned
Thanks for your feedback! I just updated the build on Itch with an improved spiral design - <a href="https://gmtk.itch.io/zelda-ui">https://gmtk.itch.io/zelda-ui</a><br><br>And if you're a GMTK Patron, you can get the updated Unity project and code - <a href="https://www.patreon.com/posts/can-i-fix-zeldas-121699533">https://www.patreon.com/posts/can-i-fix-zeldas-121699533</a><br><br>Have a good day!
340
@mucketban · 1 year ago
Imagine if Smash Bros's character select screen was just 1 narrow bar<br>It would take 10 years to select Steve...<br>Maybe it's not a bad idea.
3.9K
@flamesdivde · 1 year ago
I’d love a menu where the “neglected” echos look sad and lonely after not using them. The object could look dusty and covered in cobwebs. That might promote the user to try them.
1.5K
@vincenzusgaming · 1 year ago
Imagine if this becomes a fully-fledged series where Mark designs UI for different games. I think it's going to be amazing.
2.6K
@TheSpaceMustFold · 1 year ago
This is such a fantastic video! <br>I was the UI/UX Designer who brainstormed and implemented the radial/spiral menu for Prey (2017). I was inspired by BG&E and had never seen it used for anything the 14 years since its release, but also wanted to improve it for a modern audience: <br>Firstly and most obviously - we needed to support Mouse and Keyboard which wasn't as easy as you might expect because with mouse we wanted a way to 'skip' across the spiral and therefore we needed a way to determine if you were skipping up or down the list, and then lerp around to match the depth of the new selection. A lot of math was used to do all these calculations and was probably the hardest part to implement.<br>Secondly - we improved BG&E because to me the biggest problem with that implementation was there was no spatial consistency between letters. Meaning that on your first loop, "A" would be at the 12 o'clock position but on the second loop "A" would be elsewhere like at the 5 o'clock position, 3rd loop would be at 10 o'clock and so on. So what we did was we introduced empty positions to fill the holes of a non-complete spiral so that there would be a gap and then it would start at the same location again on the next loop. Therefore, "A" would always be at 12 o'clock. I think having the gaps also had a side benefit because it gives the brain a breather and sort of a mental reset as well as a better sense of where they are in the spiral and so not as overwhelming. <br><br>Fun fact - I also did a brainstorming exercise to try to solve the UI for Echoes of Wisdom and I landed on the cross media bar as what I thought would be the best approach.<br>Anyways, just wanted to chime in with some behind-the-scenes info that seemed relevant to this video. Cheers!
801
@metropolis10 · 1 year ago
So many channels skip over coding saying "I'll skip the boring stuff", but this was a masterclass in making an accessible video about coding. Talk about what you're accomplishing and solving, it's not really about showing every line of code and explaining it. Well done!
228
@muno · 1 year ago (edited)
I think for the spiraling version, it needs the Y position (and probably scale of each item) to grow/shrink as well as the X position. Currently it's seemingly just the X position, and I think that makes it really hard to read as the intended 3D spiral effect. If this is fixed / becomes more similar to the source material, I think it has potential to be the best variation of the UI
2.3K
@TiredOx7536 · 1 year ago
This is the kind of game where a dual screen Wii U/3DS set up would've helped tremendously, with a proper detailed echoes menu on the 2nd screen
1.1K
@justinsinke2088 · 1 year ago
Alright, I can understand their intent of "while looking through your options, see something that inspires a solution you hadn't originally considered", but the execution of "making a clunky interface" to force that "aha" moment seems to have had the opposite effect; making people not want to interface with it, likely having it sorted by most used all the time for ease of use, rather than stumbling on a new idea. Their design solution, essentially, ended up having the opposite impact as their intention.
758
@Stratelier · 1 year ago
<a href="https://www.youtube.com/watch?v=e4vsgC41bYg&t=465">7:45</a> - So on your first attempt, the auto-scroll behavior should stop when you hit either end of a list to avoid unnecessary wraparounds. You'd have to hit the same direction again (after hitting either end of list) to actually wrap around.
134
@DokuDoki · 1 year ago
Something I really appreciate is that you offered multiple solutions with different ups and downs instead of just, making one suggestion and insisting it's some kind of universal fix-it. There are soooo many people who preach one "obvious" solution to a complex problem without acknowledging how narrowminded their opinion actually is. I see this a lot in game balance feedback.
687
@yeahokdude3265 · 1 year ago
At some point in this game, i just kept using the same echoes over and over again so I could avoid scrolling through the vast amount of echoes I accrued
456
Up next

The Power of Video Game HUDs
Game Maker's Toolkit · 1M views

How a Super Smash Bros. Fighter is Designed
Game Maker's Toolkit · 389K views

【FL Studio】 ALBUM GRIND LAST DAY
Synthion · 12K views

Can we Improve Tutorials for Complex Games?
Game Maker's Toolkit · 1.5M views

The Legend of Zelda: Breath of the Wild's dungeon design | Boss Keys
Game Maker's Toolkit · 1M views

Why Less Can Make Your Game Better
RookieDev · 11K views

The Genius AI Behind The Sims
Game Maker's Toolkit · 1.2M views

Inventory UX Design - How Zelda, Resident Evil, and Doom Make Great Game Menu UX
Design Doc · 306K views

How Jusant Makes Rock-Climbing More Immersive
Game Maker's Toolkit · 679K views

Biomedical Scientist Fact Checks Pseudoscience Slop
WIRED · 1.5M views

The Complete LEGEND OF ZELDA Timeline Explained!
GameSpot · 2.6M views

Super Mario 64: How Nintendo Created a Revolution in Gaming or Why It’s Great to Be Fashionably Late
GTV Japan · 42K views

How Nintendo Designed Ultrahand
Game Maker's Toolkit · 375K views

What Makes a Game Feel Mysterious?
Game Maker's Toolkit · 818K views

Why One Oracle Game Clicks (And the Other Doesn’t)
Triforce Times · 31K views

How I Won The GMTK Game Jam
JimmyGameDev · 4M views

Has Zelda Changed Forever?
Game Maker's Toolkit · 378K views

American Mind Blown by European Bus Driver Skill & Maneuvers
IWrocker · 34K views

UI Design in Games: With "Diablo IV", "The Witcher 3" UI Designer
Bonfire Conversations · 2.6K views

Inside a Nuclear Reactor Core - Nuclear Engineer Reacts to Smarter Every Day
T. Folse Nuclear · 33K views