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GUI Design

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bayo:

--- 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.
--- End quote ---
Use bigger texture that what you need, and you will have the same result, you dont need any vector description. Anyway no body will display and icon in 400x400.

Marte:
thanks bayo!


--- Quote from: bayo on May 05, 2010, 09:29:46 am ---You really dont need to spend 1 hour to said that. A simple mockup with box take, at worst, 5 minutes.
That's half wrong. The gameplay itself need a lot of user interface for managment, then the GUI is a very important part of the game, and need a lot of work. It is not an "arcade" game. We can improve a lot the current 2.3-dev, cause there is a lot of problems. For example, the geoscape itself have some problems (but it is a very simple interface).
1/3 of the code is script inside /base/ufos/ui/, 1/3 is UI lib inside /src/client/menu, and 1/3 is a "binding" code script<->game inside /src/**/*_callback.c. You can found documentation about scripts in http://ufoai.ninex.info/wiki/index.php/Category:GUIs.

Sure you dont need to compile anything when you only edit scripts.

--- End quote ---

So for example is possible to move a menu from right to left without compile? Great news, I'll try! :D


--- Quote from: bayo on May 05, 2010, 11:28:02 am ---"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.

--- End quote ---

a cool idea could be to generate soldiers button and have different kind of icons according to type of soldier ?
For example one equipped with rocket have different icon from one with plasma pistol?

Destructavator:

--- Quote ---a cool idea could be to generate soldiers button and have different kind of icons according to type of soldier ?
For example one equipped with rocket have different icon from one with plasma pistol?

--- End quote ---

I got almost the same idea, different stand/crouch toggle icons for different armors and such.

I've found that loading soldier poses in Blender and applying post-process FX can make all kinds of interesting pictures, some that might make a good icon.

This is just one example.  With some blurring and outline enhancements, it could be turned into a "crouch" command icon (perhaps with some arrows added as well).

geever:

--- Quote from: Marte on May 05, 2010, 04:34:09 pm ---a cool idea could be to generate soldiers button and have different kind of icons according to type of soldier ?
For example one equipped with rocket have different icon from one with plasma pistol?

--- End quote ---

Maybe cool but useless. It won't add much to the gui and ofc. nothing to the gameplay but eat resources.

-geever

Winter:

--- Quote from: geever on May 05, 2010, 06:50:36 pm ---Maybe cool but useless. It won't add much to the gui and ofc. nothing to the gameplay but eat resources.

-geever

--- End quote ---

I have to concur on this one, it's pointless frippery and would be detrimental to the user experience. What we really need is a clean, well-designed UI, and it ought to be a priority because the UI affects every area of player interaction with the game, all the time. That means clear and easily-identified buttons (not constantly-changing ones -- how horribly disorienting that would be, especially for new players!) with reliable tooltips and consistent effects. That's what we should be working on.

Regards,
Ryan

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