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Search - "ux horror"
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When you are finish doing the UI of the app then your UI/UX expert suddenly want to change everything, because he/she saw much cooler ui in the pinterest. The Horror!2
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If you're making a game, dont start by thinking about your inventory system. Start by thinking about what you want your player to be able to DO, the cost of those things, and the constraints.
For example, ages of empires didnt have you worrying about unit equipment at all. every villager could do almost any job. while survival games, especially survival horror, like the recent RE remake, severly restrict inventory and stack sizes to make resource managenent more important.
Games like Fallout had list based inventories because lists are cheap, and it allowed a tighter interaction loop. players would loot. go into inventory. close container, onto the next container, keeping the player in the exploration loop longer. neoscav did the opposite *for effect* harkening back to diablo, but taken to the nth degree: *everything*, actions, combat, exploration, character design, all based on an inventory-style grid.
while games like rimworld and dwarf fortress have your inventory represented by zones where items are physically *stored* in stacks on the ground, extending the concept of base management to resource management through physical layout and build optimization.
its important to think about what kind of actions you want players to be able to do, and the kinds of challenges and constraints you want on them at each point of the game and each mechanic they engage in.
other examples, though terrible, include fortnite, where the limitations of competitive play had inventory limited to a resource system and a hotbar. while earlier battle royale and sandboxs games like rust and battleground induced tension by combining loot mechanics and grid inventories with the constant danger of competing players, allowing them to have richer inventory systems at the risk of frusterating players who frequently died while managing their inventory. meanwhile in overwatch, notice how the HUD changes to best represent the abilities of each character.
all in all it is better to stop thinking of inventory systems as a means to an end, and instead as the end representation of desired mechanics, or artificially selected representations for particular effects.
this applies likewise to ui and ux in general. because the design of interface is fundementally about the design of *interactions*, and what you want to enable a user or customer to *do* will ultimately drive those interactions.6 -
I’m working on a react codebase and company decided to add a new module.
Now im writing markup and css to ensure UX is smooth as designers thought of it.
Imagine my horror when I start to code and find out no matter what HTML tag i use, it’s been FUCKING OVERRIDDEN in the global stylesheet. AND STYLES HAVE BEEN OVERRIDDEN WITH !important
They’re also using Ant design as a component library. Guess what, default ant design classes have been overridden too. So i try to use ant design button or card, and bam, MAGICALLY SOME DESIGN FROM SOME SHITHOLE MODULE DECIDES TO FUCK WITH MY STYLES
On top of that, styles of parts of application has been written in SASS, some part of application uses bootstrap components some use third party components like tables and responsive grids to suit to their preferences. Some parts use handwritten css. Some parts use CSS IN JS and styled components. THE FUCK IS THIS GARBAGE!!!! THE FUCKING CODEBASE HAS A MIND OF ITS OWN!!!!!! YOU NAME A WAY TO ADD STYLES TO A COMPONENT, ITS THERE!!!
And the company’s management thought a “fractal” approach to maintain each individual view is “best” for SCALABILITY!!! HOW THE FUCK DID IT NOT CROSS YOUR DUMB MIND THAT FRACTAL APPROACH ALSO GUIDES TO HAVE ALL COMMON STUFF AT ONE PLACE!!!! THIS CODEBASE HAS DUPLICATE STYLES AND DUPLICATE CODE IN ALMOST EVERY MODULE!!!!
Not to mention every developer choosing to freely decide the way they should write their code without any guidelines.
HOW THE FUCK PEOPLE WRITE THEIR CODE WITHOUT THINKING ABOUT OTHER DEVS!!! SO BASICALLY I AM NOT ONLY CLEANING SOMEONE ELSE’S SHIT BUT ALSO TRY NOT TO SHIT IN THE PROCESS!! FML2 -
Just got my new phone today. My old Huawei was acting up, so I replaced it with an island model: an Asus. Man, I have read lots and lots of horror stories about bloatware that came with the previous version of their skin, ZenUI. Their UX people must have been listening, because this phone came with fewer preinstalled apps than any phone I've ever had, and that includes a Nexus 5. And so far the only preinstalled apps I've had to disable are the default keyboard and chrome.
It's as close to AOSP as I've ever had without using a rom. I'm pretty stoked! -
Can anyone explain why the Assign Issue and Resolve Issue dialogs in JIRA are modal, so that I can't look at the issue I am assigning/resolving while writing my comment and filling out all the other mandatory fields?
And if you close and reopen the dialog, all your changes are lost. Second tab it is...1 -
If it were possible i would make windows punish itself by playing this: https://youtu.be/th4Czv1j3F8 . But this goddamn piece of garbage software refuses to connect to my Ian-network since an hour ago. Why? I have no fucking idea. There are a switch and a repeater between the router but that never stopped wanblows before. And the devices located deeper in my network topology are fine, i also reset everything from the physical connection to "network adapters" in the UX horror they call system settings.
And i'm pretty sure it'll work again in an hour or so for no appearent reason just so this steaming pile of shit code could ruin my afternoon.