The issue: The old resource bar displays too much information in a very small space. This causes confusion and frustration in players as they are trying to simply understand basics, like building and giving orders. This is my method for fixing the problem.
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[game][Evolution RTS] New Resource Bar?
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: [game][Evolution RTS] New Resource Bar?
I'd suggest including a screenshot of the new one so we can compare them
Re: [game][Evolution RTS] New Resource Bar?
Click on 'read more'gajop wrote:I'd suggest including a screenshot of the new one so we can compare them
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: [game][Evolution RTS] New Resource Bar?
The screenshot shown, is the new one.
That you asked for that is a testament to how well the new one does it's job without alienating users who are used to the TA/*A way of displaying resource bars.
That you asked for that is a testament to how well the new one does it's job without alienating users who are used to the TA/*A way of displaying resource bars.
Re: [game][Evolution RTS] New Resource Bar?
Sorry, I misread things when I opened the page.
I was going to comment on the poor contrast of the metal bar, but this might not be its default state (?)
I was going to comment on the poor contrast of the metal bar, but this might not be its default state (?)
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: [game][Evolution RTS] New Resource Bar?
Each section has warning states. This elicits that part of the bar flashing, causes a voice prompt (You are excessing metal!, No more available supply!, You must construct additional generators! ;p), a chat message (spring echo), and depending on what warning you are in, will cause items on the buildmenu to have flashing borders in order to tell you what you need to build.
Re: [game][Evolution RTS] New Resource Bar?
eh I always find it weird when supply isn't just a number like Starcraft "Supply 5/10" should suffice, and it should come last
Re: [game][Evolution RTS] New Resource Bar?
I think it's rather a testament to how it's actually the same as the old one except without income/pull.That you asked for that is a testament to how well the new one does it's job without alienating users who are used to the TA/*A way of displaying resource bars.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: [game][Evolution RTS] New Resource Bar?
It issprunk wrote:I think it's rather a testament to how it's actually the same as the old one except without income/pull.That you asked for that is a testament to how well the new one does it's job without alienating users who are used to the TA/*A way of displaying resource bars.
Re: [game][Evolution RTS] New Resource Bar?
SupCom 1 did, as did CA.why hasn't anyone thought to do this before?
See http://draginol.stardock.net/images2015 ... mage_3.png
and http://i131.photobucket.com/albums/p315 ... h/zkt1.png
The net value is colour coded and it is much larger and prominent compared to income/pull (the CA screenie is a bit unfortunate at showing this due to 0 but I couldn't find a better one). Income and pull are not outright removed because they are still useful (to know what your economy can afford, or for spectating), instead they are stacked vertically: this both achieves making them take up less space and makes them easier to compare.
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: [game][Evolution RTS] New Resource Bar?
Well, I was meaning specifically within spring, but ca answers that well enough