Development > Artwork
GUI Design
geever:
--- Quote from: Destructavator on May 05, 2010, 05:23:13 am ---OK, here's a quick, early idea for handling the units in the GUI. To be honest I don't really like how this one came out, but for making it better I could take a number of aspects and develop them in different directions, and that's the part I'd like to get feedback on.
--- End quote ---
Do we really need 20 buttons? I doubt. Why the original idea in XCom enough for us (nextUnit button) ?
-geever
BTAxis:
I think the interface should not make any assumptions about the amount of units on the field. If the amount of soldiers is more than the amount of buttons you can't select them all, and if it is less you end up with useless buttons that take up space.
So instead of buttons for each soldier, make something generic that applies to any amount of soldiers, like a "next soldier" button.
bayo:
"next soldier" can be a nice shortcut, but i dont think it must be the only way.
I think we often want to select a soldier we know (cause we know he use rockets, cause we know he'v got the only medikit...)
We can create the real number of buttons it is need, there is no problem.
BTAxis:
On that note, maybe any new GUI should be done purely as vector graphics, for optimal scaling behaviour?
Mattn:
hm? we don't have vector graphics support - nor do we need that imo. bayo did a great job with "scaling" on the menus/huds already.
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