|
|
|
 |

February 20th, 2003, 10:47 PM
|
 |
Lieutenant General
|
|
Join Date: Dec 2000
Location: california
Posts: 2,961
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: SE5: GUI design discussion..
i see, similar to mech customization in games like mechwarior, and earthseige, where custom weapons show up on the hulls.
i think this would be hard to do for a small devlopment house, and if it was done, would end up looking blocky and clunky.
as for the UI design, i agree that moveable windows that follow general MS Windows API concepts (such as PgDn moving one screenload, and clicking on the scroll bar (not button) moving one screenload, and wheel mouse support) would be usefull.
I am not sure how usefull a graphical tech tree would be, there would be lots of crossing lines, since it is moddable and will have to be generated on the fly based on whatever techtree people want to load in.
I am also not so sure about the ship overlay thing. One idea I had for this, was to have blocks available on an overlay for component TYPES. then you could expand these blocks to put in as many of any that type of component (controll components, weapons, armor, engines, whatever) that you need. this would avoid having to scroll over the ship image, which i think defeats the purpose of having fixed spots overlaid on an image. It would also give you all the space you need.
It would also, optionally, allow for higher detail on ship designs. perhaps you could have both starboard and port weapons bays, each which can hold any number of weapons (or perhaps limit what each block of component types can hold) and has different hit probabilities in combat. maybe different armor facings, or armor could aply globlay. of course, this is totally not required.
I would like to see most of the UI effort put into systems and planet displays. I would like for systems either to be very detailed with moving parts, and varying orbital periods, OR, i would like to see them abstracted into static, liniar, displays of the major objects in the system, possibly seperated into inner system, outer system, and maybe a rim/gateway area where ships enter from or where WPs hang out.
Planet displays could be given some work, as well. I wont go into too many details, but more effort could be put into them, with the number of fields available. alot of these are code suggestions, and not UI ones. maybe diamater, density (which in turn calculate gravity) and distance from star (which in turn calculates orbital diamater) maybe display orbital space for each body, so objects in a sector (if the sector concept is kept) could either be in deep space, in orbit of a planet, or in orbit of a moon)
before i get carried away, i will shut up.
__________________
...the green, sticky spawn of the stars
(with apologies to H.P.L.)
|

February 20th, 2003, 10:59 PM
|
 |
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
Re: SE5: GUI design discussion..
Zooming up a section of the ship when you click on it!
I like that idea.
The zoomed up areas should not have to be square, and should probably be determined by the hull type, and possibly racial bonuses 
__________________
Things you want:
|

February 20th, 2003, 11:17 PM
|
BANNED USER
|
|
Join Date: Nov 2001
Location: Near Boston, MA, USA
Posts: 2,471
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: SE5: GUI design discussion..
I'd like to be able to choose San Serif fonts for easier reading
I would like more contrast between colors in the numbers. I have a tough time with the color difference between the Minerals and Organics.
I would like Mono spaced font for the numbers so I can more easily read them
12340 takes up more room than
11111 with the current fonts.
I'd love a scroll mouse
I'd love more context sensitve help like is given by the buttons
Note the use of the word "I". I acknowledge I represent a very small minority of the players.
|

February 21st, 2003, 02:33 AM
|
 |
First Lieutenant
|
|
Join Date: Jan 2001
Location: Toledo, OH
Posts: 641
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: SE5: GUI design discussion..
I think more "relistic" systems would be a plus (moving planets, more empty space).
__________________
Assume you have a 1kg squirrel
E=mc^2
E=1kg(3x10^8m/s)^2=9x10^16J
which, if I'm not mistaken, is equivilent to roughly a 50 megaton nuclear bomb.
Fear the squirrel.
|

February 21st, 2003, 02:51 AM
|
 |
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
Re: SE5: GUI design discussion..
Gryphin:
Can't you just overwrite the Fonts in SE4\Fonts with something more to your liking?
__________________
Things you want:
|

February 21st, 2003, 03:16 AM
|
 |
Second Lieutenant
|
|
Join Date: Sep 2001
Location: Vancouver WA
Posts: 407
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: SE5: GUI design discussion..
I know that this question is one that Atrocities may have already asked, but what about ship modeling? How will it be done? What program will be used, and will players be able to make and use their own ship sets?
|

February 21st, 2003, 04:01 AM
|
BANNED USER
|
|
Join Date: Nov 2001
Location: Near Boston, MA, USA
Posts: 2,471
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: SE5: GUI design discussion..
Suicide Junkie good point about substituing fonts.
Yes, I can. I tried once. I ran into a few problems. I have a vague memory of the mono spaced font was too wide. The Rads collum would overlap the Minerals.
I think the the San Serrif font was too big and overlapped other areas.
I'll have to try it again.
|
Thread Tools |
|
Display Modes |
Hybrid Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|