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GUI Design

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bayo:
I never really understand what "vector graphics" mean. Any example?
md2 models for buttons? generating right sprite size from svg before opengl rendering?

BTAxis:
In that case we should make the GUI in a high resolution, because upscaling doesn't look so great.

BTAxis:

--- Quote from: bayo on May 05, 2010, 12:12:00 pm ---I never really understand what "vector graphics" mean. Any example?
md2 models for buttons? generating right sprite size from svg before opengl rendering?

--- End quote ---

Vector graphics are graphics that exist as vectors, and that get rendered at runtime. This means that no matter how you scale or deform them, they will always look smooth.

Destructavator:
I agree that vector graphics would look good in this case - Some people still have smaller 1024x768 monitors that they would play the game on, others like myself have the newer, big 1920x1080 deal or such.

Given that there's a number of ways the GUI could be re-designed, I think we need to be clear on how the new design should really work first, and then I could work on putting it together.

- Do we use vector-based graphics?  (I'd recommend "yes" as I think it would work much better.  On my big screen, yes, up-scaled graphics DO look "clunky.")

- Do we go for a "solid" GUI like the one we have now, or something translucent, like the glowing HUD-type deal I was talking about?

- Should we have individual buttons for each soldier?  (I personally favor "yes" here.)

- For icons (For example, showing crouching vs. standing, and others) should we use pics made from renders of actual models used in the game, which are then altered post-process to be made into a button?  (Duo-tone would look cool, wire-frame render in monochrome might also work.)

- How much of the GUI should be drawn from graphics files vs. generated by code?

BTAxis:
Okay, let's see.


--- Quote ---- Do we use vector-based graphics?  (I'd recommend "yes" as I think it would work much better.  On my big screen, yes, up-scaled graphics DO look "clunky.")

--- End quote ---
I'd like that. I don't agree with mattn that we "don't need it", but even if no support is forthcoming then a vector-graphic design can be rendered at any resolution, so the sources could be vector-graphic based in any event.


--- Quote ---- Do we go for a "solid" GUI like the one we have now, or something translucent, like the glowing HUD-type deal I was talking about?
--- End quote ---
That's a matter of preference, I suppose. Some translucency wouldn't be bad, in my opinion.


--- Quote ---- Should we have individual buttons for each soldier?  (I personally favor "yes" here.)
--- End quote ---
I suppose so, but only the buttons for soldiers that actually participate in the mission, so the amount of buttons should vary from mission to mission (but they should still look good in all cases). Buttons for dead soldiers probably shouldn't disappear, though.


--- Quote ---- For icons (For example, showing crouching vs. standing, and others) should we use pics made from renders of actual models used in the game, which are then altered post-process to be made into a button?  (Duo-tone would look cool, wire-frame render in monochrome might also work.)
--- End quote ---
Don't know, but doesn't sound like a bad idea.


--- Quote ---- How much of the GUI should be drawn from graphics files vs. generated by code?
--- End quote ---
All text should be generated by the code (to allow for translations). The rest can be done with graphics.

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