 |
|  |
 |
|
Michiel
|
|
I think we shouldn't put toolbars/frames/whateveryoucallits on the left or right side of the screen. I think only in the top and bottom of the screen would be best. And we'll have to make it usable for resolutions of 800x600 and up. Some part of the bottom part of the screen can have a different function for each 'unit', 'whatever' is selected. You wouldn't have to show everything at the same time. Maybe the player could modify the GUI him/herself.
Hehe, moddable GUI. I'm not sure, but I don't think it would be hard. Just use some sort of dockable windows. You know, if you wanted to, you could even let the unit-controll-panel float wherever you want. Or maybe remove a window if you don't use it. There will also have to be a chat-panel/screen for multi-player games, something you wouldn't allways want in the screen.
Just an idea.
|
|
|  |
 |
|
Michiel
|
|
DBTS is right. Close buttons are ugly. Just use a set of checkboxes in the option-screen to turn screens on/off.
|
|
|  |
 |
|  |
 |
|
vovan
|
|
Well, these look nice, but I, personally, have a rpoblem with movable windows. IMHO, the panes with information should be static. There should be at most one movable internal frame - minimap. Everything else has to be wired to the background, and possibly removable via checkboxes in the options menu.
The movable windows can be helpful and fun to move around for a little while, but soon they just become annoying (and, BTW, if moving windows inside the game is fun, well... you know, something is wrong with the game). If we make the bars you have to grab to move a window small, it will be a pain to actually move them, and nobody will use the feature. If we make them large, they will look ugly, cluttering the space, and people will accidentally move them in the process of the game, which would be very annoying. You have no idea how easy it is to accidentally move a movable window when you are all inside the game.
Just my $0,02 worth.
|
|
|  |
 |
|
vovan
|
|
Yep, these are the questions we need to decide, JB. Though some of them are mutually exclusive. 1 and 2, for instance. and 3 and 4. So, we should answer the questions in this order, I think:
1) Should the interface be absolutely static (i.e. no movable or closable windows), or should we allow the player some degree over the GUI?
2) If the latter, should we allow the player to choose which windows are open, and which are closed?
3) If yes, how should it be done - through options, of through buttons in the interface itself?
4) If we chose the latter option in question 1, should we alow the player to move windows inside the game or not?
|
|
|  |
 |
|
Michiel
|
|
I think the player should be able to move the windows..or change the entire GUI for that matter.. in the options screen. No close-buttons, drag-bars, they're all annoying. Off course, the windows must look as if they blend in with the background and each other, whatever combination you use. So each player can just make the GUI that's most comfortable for him/her.
BTW: I like the Warcraft 3 GUI. It should, however you modded it, still blend in like that. Of course, not with the same functions (like items), but it should be like that, maybe with that menu button in the top corner, but why not just make a whole menu-bar in the top, like in WC3.
|
|
|  |
 |
|
vovan
|
|
quote: Originally posted by Michiel
BTW: I like the Warcraft 3 GUI. It should, however you modded it, still blend in like that. |
That is exactly the problem I have with dynamic GUI's. no matter what you do, and how pretty you make your interface, once the windows are moved around, it will not blend together creating the look of consistency, and will look rather ugly. (Unless, of course, you use the standard-looking windows frames inside, in which case, the interface won't be any uglier than at the start.)
Then, again, I'm all for a "a totally new GUI," though since I can't think of any, sorry if I am not much help in designing it...
|
|
|  |
 |
|  |
 |
|
Leland
|
|
My gut feeling (which may of course be utterly wrong) about coding a moddable GUI is that if everything is done in nice, object-oriented fashion then there is no serious rewriting necessary even if you start with a static GUI and plan on adding moddability later. Basically the thing just means that instead of hard-coded values you just load the positions, sizes, textures, etc. from a file, right? So in the first alphas where the priority is to get something out the door moddability can be considered secondary.
|
|
|  |
 |
|
vovan
|
|
Well, I am the only person here with the opinion that the GUI should be static, but I will answer the questions nonetheless. 
quote: Originally posted by Jeremy Buloch
1.) Where should the windows be?
|
In the bottom of the screen. Or on a side. In my opinion, if more than one side of the game widow is taken up by information / manipulation panels, that takes up too much of the game view, and the player feels claustrophobic (sp?). 
quote:
2.)Close, an Option?
|
Yes. Through the options panel, not through actual buttons visible at all times.
quote:
3.)Drag windows with no Option?
|
No drag.
quote:
4.) If 3 then Do we use bars to drag or just any part of the window that is applicable.
|
Well, if 3, then any part probably. But it would be nice that if the player clicks a button and drags the mouse the window would not move. I don't know about other people, but when I play, and am all excited, I tend to hurry a little bit, and start moving the mouse away from a GUI component before releasing the button. Therefore, I would have very bad problems with the window being movable by clicking on any part of it.
quote:
5.) Drag, an Option? The user would like this if he/she were to not like the idea of movable windows.
|
By all means. If we choose dragging to be in the game, it should be an option (probably not for the minimap, which could remain draggable at all times, but everything else - absolutely.)
quote:
6.) MiniMap Hidden?
|
Yes. I actually like the idea of being able to hide minimap.
quote:
7.) Menu Across screen or in one button possibly close to the minimap etc.?
|
One button gets my vote.
quote:
P.S. The user wants the interface to be simple, fast, neat, and compact. The Windows cant get the users attention too much cause the user would be concentrated on the game not on the Interface.
|
Well, that's kind of why I would prefer a streamlined, but static interface over a dynamic one. But hey, I am ready to go with whatever the majority wants. 
PS: JB, I actually like your latest edition of the GUI more than the previous ones. I think it's starting to shape up nicely, if we can say so about little drawings. 
|
|
|  |
 |
|  |
 |
|
Gateway103
|
|
Vovanism, have you seen the MOO3 GUI's? The Apolyton has some screenies of them in their moo3 sections. I like MOO3's GUI design, and by your preference to static GUIs, you may like it too.
Others are of course welcome to take a look for ideas
P.S. there is also a more in-depth Developer's Diary on Gamespy regarding the design philosophy of MOO3's GUI, which I think contained some valid and important ideas on GUI design. The link is: http://www.gamespy.com/devdiary/june01/moo39/
Just a thought
-Gateway103
|
|
|  |
 |
|
vovan
|
|
Thanks for the link, Gateway, I think the article does touch on many important points and would be very beneficial to read for the person in charge of the GUI. (JB, I suppose.)
|
|
|  |
All times are GMT. The time now is 05:25. Apolyton Time is 00:25. |
top of page
|
|
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|