Development > Artwork

GUI Design

<< < (2/35) > >>

BTAxis:
Also, you don't have to make just one battlescape GUI. We already have two as it is, and they're switchable ingame.

BTAxis:

--- Quote from: Duke on May 04, 2010, 09:32:33 pm ---As we already have more than 8 actors on the alien and civ teams, there shouuld be no prob with the general code.
--- End quote ---

I'm not sure - I seem to remember mattn saying otherwise. mattn - can you comment?

Destructavator:
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.

In the second graphic, unit 2 is selected, 19 and 20 don't exist because the team wasn't that large, unit 5 is greyed because it already used some time units, and unit 8 got killed, which is why it is in red.

The larger buttons are of course for Tanks, UGVs, larger units, whatever.

As I said I don't really favor this design the way it is, but just about everything can be changed.  This took less than an hour of work.

Edit:  These are not to scale, if these were used in-game they would first be re-scaled!

- - - - - - - - - - - - -

On a different idea, I've been thinking about a translucent GUI much like the mockups for other interfaces shown in the wiki.  Something that glows and looks kinda like a heads-up-display, but still has parts that can be seen through.  That would actually be easier for me to build, and if done right would look quite impressive.

I'm also open to other ideas, of course.

Marte:

--- Quote from: BTAxis on May 04, 2010, 11:14:31 pm ---Also, you don't have to make just one battlescape GUI. We already have two as it is, and they're switchable ingame.

--- End quote ---

as new user, I can say that second interface could be "standard one" for battlescape

In general I don't think that Ufo-ai need a new interface: need some kind of "optimization" in where buttons are, some internal standard things like:
- main menu on first main screen is on right, when i load / start a new game is on left, and so on..

i would help, but I don't know how to help, can anyone point me on right direction? I see that script could be my graal, but when I change it, i must compile it or just modify&go ?

bayo:

--- Quote from: Destructavator on May 05, 2010, 05:23:13 am ---This took less than an hour of work.

--- End quote ---
You really dont need to spend 1 hour to said that. A simple mockup with box take, at worst, 5 minutes.


--- Quote from: Marte on May 05, 2010, 08:30:51 am ---In general I don't think that Ufo-ai need a new interface: need some kind of "optimization" in where buttons are, some internal standard things like:
- main menu on first main screen is on right, when i load / start a new game is on left, and so on..

--- End quote ---
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).


--- Quote from: Marte on May 05, 2010, 08:30:51 am ---i would help, but I don't know how to help, can anyone point me on right direction? I see that script could be my graal, but when I change it, i must compile it or just modify&go ?

--- End quote ---
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.

Navigation

[0] Message Index

[#] Next page

[*] Previous page

Go to full version