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Re: SE5: GUI design discussion..
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Re: SE5: GUI design discussion..
alot of what we (and I) have been asking for, have jack to do with UI. here is what I would like to see, UI wise:
one main screen. different data displayed, depending on what is on it. 2 major control bars: the first has icons that select what goes on the main screen. icons are for things like Maps, Queues, Design, and Ledgers. or whatever you want to call them. the second changes whenever the main screen is changed, and selects what subset you wish to display. if the map screen is up, you might flip between system and galaxy maps. or warplane / trade map vs political / border map. If the Queues screen is up, you might switch between construction, reasearch, and intel. if the Ledgers is up, you might switch between your financial spreadsheets, your empire details, planet lists, ship lists, whatever. other than that, everything should be dynamic within the main window. the main control bar stays there, and the main display may have sub displays or command icons depending on which view you are in. for exaple of sub windows, i will describe maps, because everything else should be self evident: the map window might have a small map and a large map, and depending on what view you are in, they will display different things. If the large map displays the galaxy, the small map will display the system clicked on. toggling to the system view with the second menu bar, the large map will display the expanded system view, and the small map will display the planet or storm or whatever is clicked on. toggling to the planet view (or sector view) the large map will display the planet or asteroid field details, and the small map will display the system view so that you can click on other sectors and look at other planets without having to flip between views. the either map window may also have tabs to switch between displays, much like the planet view and ship view currently have tabs. and there should be a button that lets us speak into the microphone and place orders, so that FBWs will come to our house with beer and munchies while we play se5. [see also: Everything I Needed to Know About UI Design, I Learned From CARRIER COMMAND] |
Re: SE5: GUI design discussion..
On the map screen:
1. Option to notify the player when a planet empties its build queue. 2. Show friendly and (known) enemy ship designs when you right-click on them on the main screen. [ February 24, 2003, 22:10: Message edited by: solops ] |
Re: SE5: GUI design discussion..
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Re: SE5: GUI design discussion..
Starlancer has no patch, well paint me blue and spank me twice! http://forum.shrapnelgames.com/images/icons/icon10.gif I also found another game that never needed a patch 'Dark Colony' So I guess I was totally wrong in saying that there are no games out there that don't need a patch. But wait I said in the past 5 years, oops well that get's Dark Colony off the list, When was Starlancer released?
I don't need to know when, I'll concede the point and rephrase.. "..and there are even some games out there that don't require patches! Although they're few and very far between!" Is that better? LOL Cheers! P.S. Fyron said.. This is the opposite of everything MM has ever done. I agree and that's why I gave MM an exemption, they have basically released 'Tweaks' and 'enhancements' I said they made the mistake of calling them 'patches' http://forum.shrapnelgames.com/images/icons/icon10.gif [ February 24, 2003, 12:24: Message edited by: David E. Gervais ] |
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