Re: SE5: GUI design discussion..
SJ: Dynamically creating the ship model based on components would be cool, but depending on how you want done, it could prove hard to do. If you have 200 component types, then you will be making a ton of 3D models, all of which have to be loaded in memory. However, at the same time, a lot of components are in fact redundant, (make all weapons look alike, and stuff like that) so it could be possible. But the way it is (the models are already done for Starfury as it is) Maybe SE6.... (now youve got me thinking on how it could be done without much overhead)
For the GUI, definitely implement mouse wheels. I dont know if you have played any SimCity 4, but the GUI for that gives it accessibility to many complex operations but at the same time keeps it simple. (I mean the actual city building mode GUI)
Also, the multiple skins would be nice, just like StarCraft did it.
The techtree you desribe sounds like Civ2 or Civ3's way of doing it. I liked it for Civ, but I dunno about SE5
__________________
When a cat is dropped, it always lands on its feet, and when toast is dropped, it always lands with the buttered side facing down. I propose to strap buttered toast to the back of a cat. The two will hover, spinning inches above the ground. With a giant buttered cat array, a high-speed monorail could easily link New York with Chicago.
|