Development > Artwork

GUI Design

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Prinegon:

--- Quote from: TrashMan on May 27, 2010, 09:34:04 pm ---The arrows wouldbe useless. The trick to interfaces it to put only the information you need, in a clear, concise way.

--- End quote ---

This may be true for you. But since I normally don't move my squad by number, but by position, the relative position to each other would be a more useful information to me than the number of the unit itself. Of course there are other ways to represent is, like the way it is done in civilization, where offscreen-units are displayed as a little arrowed bubble at the edge in the direction the unit would be. And yes, the red arrows are over the top. To color one piece of the border in green of the units button would be enough to show its direction relative to the selected unit (as well as there could be added a second border on which enemy sightings would be colored in red in its direction).
In my example the unit 6 would be northern-west to the currently selected unit and would face aliens coming from three directions: north, northern-west and southern-west.

But as I said, I wanted to point out a principle, not to actually do the design.

TrashMan:
Again, switching to map view gives you a much clearer overview. One button does a better job than all this interface clutter.

I know what I'm talking about, I had interface design as a subject in college.

vedrit:
some people want more info than where the unit is, and unless there is a unit info popup when you hove over the unit on the map, there will be a lot of clicking to find the unit they want

TrashMan:
Hover over a number in normal view to get the soldier highlighted (and an arrow pointing towards it)

Hover over the number in the map view to have it's info pop up.

Winter:

--- Quote from: TrashMan on May 28, 2010, 06:50:10 pm ---Again, switching to map view gives you a much clearer overview. One button does a better job than all this interface clutter.
--- End quote ---

Truth. People in this thread are getting very carried away into the realm of gimmicks and information overload.

Rather than trying to design the battle GUI piecemeal, we need to get a full mockup to keep track of exactly how much information the interface is throwing at the player. TrashMan, if you're willing to work with me, we can try to hash something out together in IRC.

Regards,
Winter

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