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  #1  
Old February 23rd, 2003, 08:36 AM
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Default Re: SE5: GUI design discussion..

I see what you mean by the ship parts things.

XML skins... that would be great, but I don't know XML very well (other than how its like HTML and stuff, and some basic things in it)
Like I said, I really liked SC4's interface... it had like the 3 overview modes, and each mode opened up different tools, which were broad categories, with their own subsets opened by clicking. It prevents icon buildup (SEIV has this disease) but provides good amounts of accessibility. In this scheme of things, I would like it in the GUI to be able to make a few custom sets of submenus (for example, I could really use a set in SC4 with only heavy roads, high density everything, and water pipes).
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Old February 23rd, 2003, 03:22 PM
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Default Re: SE5: GUI design discussion..

David E:
Hope you get the contract.

Some input from me.
Remember KISS (Old Occams razor: Keep It Simple St... ). When it comes to the frames and buttons in games, less is usualy better. Keep the playing surface as big and clean as possible. Also make it scalable so people with big screens actually can use it. Since I started to play SEIV a lot on my home computer I have changed my resolution from 1280 x 1024 to 1152 x 864. By the time SEV is out, I will probably want to run at 1600 x 1200.

Also there should be several "main-screens", as someone already have suggested.
1: Building view (or something). Shows the system (without ships) and have information about all facilities and construction going on ( I especially miss an easy available list of systemwide facilities).
2: Movement view (or something). Shows ships and waypoints ++. Easy access to fleet information, easy navigation between systems.
3: Colonization View
4: ?

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Old February 23rd, 2003, 04:45 PM

tesco samoa tesco samoa is offline
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Default Re: SE5: GUI design discussion..

It would be good if you could mod the gui design... So those who want that SE3 look can do it... And those who don't can make their star trek one etc...

[ February 23, 2003, 14:51: Message edited by: tesco samoa ]
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Old February 23rd, 2003, 06:56 PM
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Default Re: SE5: GUI design discussion..

Primitive, don't be afread to say the whole saying.. "Keep it simple, stupid!" I am one of the few remaining people on this earth that still makes extensive use of this philosophy. That's probably why I find it hard to find work in the industry. The current status quo in the industry is "Complicated works!, Dazzle them with an over abundance of useless eye-candy and they will be drawn to it like a moth to flame!" and another phrase that can be extruded from the current industry is "Gameplay is a thing of the past, leave it to the archioligists and retro-gammers." Today a game only has to be good enough to incite people to buy it, having a game good enough to 'play' is secondary and not really necessary to ensure sales. All you need is a game with a little potential and the promise of a patch to make it the best game ever! In support of this theory, I dare you to name a single game that has been released in the past 5 years that has not had a patch released following the release of the game.

But I digress. Like I said I'm a deciple of the KISS philosophy and have been all my computing life!

Oh, and IMHO Malfador Machinations have released game 'upgrades/tweaks' and mistakenly called them 'patches'! So I give them an exemption from any association with the 'evil patches'

Cheers!
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Old February 23rd, 2003, 07:12 PM

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Default Re: SE5: GUI design discussion..

David,
I agree and I think the other expression that applys is:
“If you can’t blind them with brilliance, baffle the with bull *****, I mean cow manure”
The only other games I have been as satisfyed with are Empire Deluxe and CIV II.
The GUI's on both of those were easyier but the games were less sophisticated / deep / complicated.
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  #6  
Old February 23rd, 2003, 07:18 PM
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Default Re: SE5: GUI design discussion..

Quote:
In support of this theory, I dare you to name a single game that has been released in the past 5 years that has not had a patch released following the release of the game.
Well, just about any console game, simply because they can't be patched
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Old February 23rd, 2003, 09:13 PM
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Default Re: SE5: GUI design discussion..

Quote:
Originally posted by David E. Gervais:
For one example, I'm designing a new 'visual tech-tree' for the 'Research' window. I'm aiming along the lines of a flow-chart type layout, but also have a few 'different' things that I might try. Do you think this might be a good thing?
YES.

Absolutely. Further, a smaller window, so that if you click on a given advance / tech level, you get a list of the benefits.

Possibly highlight all the lines leading form that advance's prerequisites, and the lines leading TO everything that advance is a prerequisite FOR.

Alternately, you should look at Sid Meier's Alpha Centauri game; the Datalinks segment dealing with technology advances (and the resultant facilities and vehicle parts / abilities) might be a good source of inspiration for presentation of information, and depth of crosslinkage.

On another issue -- I'd love to see Build, Research,and Covert-Ops queues all use the SAME mechanic. Return to the days of being able to build more than ONE thing at a given spaceyard at once ... at the cost of overall speed.

However, I'd like to see slider bars used as well; perhaps instead of "divide evenly", assign SPECIFIC percentages of available effort/resources, to each item in the queu; for Covert operations, referring to the SE4 model, this would mean you could assign 1% to your Counter-intel, and 99% divided up among various offensive projects ...

For spaceyards, you could have one yard building troops, mines, fighters, and starships. 5% for troops, 5% for mines, 25% for fighters, and 65% for starships (and if your ships' design costs little enough, you might still be pushing one out the doors every turn).

Also, using the Research and Intel queues from SE4 as a basic model ... this owuld allow "Carry over" of available spaceyard capacity form project to project. So if you spaceyard takes 80% of it's capacity to build X que item, and you have that item set to repeat ... in four turns, you have built FIVE of them (rather than the currentmodel, where you build FOUR of them ... spending time IDLE each turn).

I know this isn't all a GUI issue (the carryover), but the two are tied closely together, since it involves using a SINGLE interface for ALL Queues. 8)

Thanks for taking the time to seek input from the community!
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