Thorfinn the Shallow Minded, on 07 June 2012 - 10:08 PM, said:
New GUI: Design & Features Discussion
#61
Posted 07 June 2012 - 11:06 PM
Wildfire Games Project Leader
Contact me: michaeldhafer[at]gmail.com
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#63
Posted 07 June 2012 - 11:48 PM
The only thing I might have comment for is the position of the players name. It's between unit name and unit controls, which breaks apart grouping of similar things.
Can you show us what it would look like with the Player name under the action buttons, and also above (not in) the center panel (move the portrait image down slightly).
Kieran P [ aka k776 ]
Wildfire Games Open Source Development Manager
Contact me: kieran@wildfiregames.com
#64
Posted 08 June 2012 - 12:57 AM
As for technical feasibility, we can reasonably only color text dynamically. If really we want to color a background like behind the player name or as an outline around the unit icon, then I'll need a way to change the color of a sprite after is is created. We don't have this currently.
The only things this mockup has that the old one didn't are the HP and stamina numbers and the specific unit name. I kind of thought that either we wanted more info, or a smaller panel size. The attack / armor icon doesn't offer much (I'd prefer more info). There is more space apportioned to the resources than attack and armor and many resources cannot gather at all (and those that can will only gather for part of the time anyway).
Just some food for thought. I'll make up whatever interface you all want (where I can), just wanted to mention some potential issues.
0 A.D. Gameplay and UI Developer
#65
Posted 08 June 2012 - 02:49 AM
Heres a rough image of what I'm talking about: (using the Mythos_rule's screenshot that i modified)

Those buttons are transparent until you mouse over them which then becomes completely solid.
Edited by rjs23, 08 June 2012 - 02:53 AM.
#66
Posted 08 June 2012 - 11:54 AM
rjs23, on 08 June 2012 - 02:49 AM, said:
Heres a rough image of what I'm talking about: (using the Mythos_rule's screenshot that i modified)
Those buttons are transparent until you mouse over them which then becomes completely solid.
That way the buttons position on the screen will differ which is bad for playability. In addition representation in the graphic engine might need some ms to pop up - time that might be important in some situations.
There where games that used this e.g. The battle for middle earth. It's priority was clearly look and feel and so it was not balanced, had a bad unit AI, the player AI cheated like hell without matching any moderate player and the playability sucked.
In general to the space in the centered frame: I got no problems with it but just to say what uses much space in comparison to the use in game:
- The unit picture use much space though an icon about as big as in the production frame would do (even better) to recognize the units type. A large representation could be shown in a tech tree or civilization guide.
- The health and stamina bar do not need to be labeled IMO. A mouse over that shows the name of the stat (health/stamina) and the actual/max values should be sufficient. The bars represent the state of the unit (fresh and healthy/exhausted but healthy/rested but ingured) quite well IMO:
Edited by FeXoR, 08 June 2012 - 12:15 PM.
Im Übrigen bin ich der Meinung, dass 0A.D. Auslöser braucht. (IMO 0A.D. needs triggers ASAP.)
#67
Posted 08 June 2012 - 09:19 PM
WhiteTreePaladin, on 08 June 2012 - 12:57 AM, said:
Wildfire Games Programmer
Contact me: ben@wildfiregames.com
#68
Posted 08 June 2012 - 09:47 PM
[edit] Wait, it's not creating a new one. I wasn't able to get that to work before, although I don't remember "colour" being part of it.
0 A.D. Gameplay and UI Developer
#70
Posted 08 June 2012 - 11:40 PM
Pureon, on 08 June 2012 - 09:51 PM, said:
Wildfire Games Programmer
Contact me: ben@wildfiregames.com
#71
Posted 09 June 2012 - 12:19 AM
historic_bruno, on 08 June 2012 - 11:40 PM, said:
Very true, no need to reinvent anything.
0 A.D. Designer / Texturer / 3D Artist
Contact email: pureon{@}wildfiregames.com
#72
Posted 09 June 2012 - 12:23 AM
Quote
Looks like it doesn't matter in this case though.
0 A.D. Gameplay and UI Developer
#73
Posted 09 June 2012 - 05:12 AM
Wildfire Games Project Leader
Contact me: michaeldhafer[at]gmail.com
Support Wildfire Games!
#74
Posted 09 June 2012 - 03:09 PM
0 A.D. Gameplay and UI Developer
#76
Posted 09 June 2012 - 08:31 PM
If you're one hundred percent satisfied with everything, then it doesn't matter as much.
0 A.D. Gameplay and UI Developer
#78
Posted 09 June 2012 - 10:49 PM
0 A.D. Gameplay and UI Developer
#79
Posted 09 June 2012 - 11:15 PM
Pureon, on 09 June 2012 - 06:11 PM, said:
Hmm, what happens when we need to adjust the height of those shaded bits or change their spacing if the font needs more room? Then we not only need a new texture but all the code has to be updated as well. I agree with Brian, it really needs to be split into separate pieces (preferably a minimal set of reusable pieces).
Wildfire Games Programmer
Contact me: ben@wildfiregames.com
#80
Posted 10 June 2012 - 02:06 AM
0 A.D. Gameplay and UI Developer
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