The concept is coming along quite nice now. I am waiting on Jouninkomiko to get the implementation of cegui into spring done. If that works, i can start to work on a skin, to make the (graphix)UI.
Unfortunately my own server has gone bankrupt, so the concept images aren't available atm. Hopefully this will be fixed after a week or so.
*EDIT*
Okay, i am busy working on the first looks of the GUI. As maybe not planned, i started with ingame interface, instead of menu's and lobby.
Do you want me to continue this design? There is quite some more stuff to implement, so it ain't finished yet.
The minimap can be rectangular, and will still fit above the command menu.
The command menu is slightly smaller in width, what would give you a bit more view of the battlefield. Personally i almost don't use the buttons that are smaller in this design. They still are nicely clickable, but smaller, cause of the use of the mouse button, that is dynamically linked to most of these features, and the use of simple shortcuts that i, and i think more players out there, use quite often. (A = Attack, S = Stop, P = Patrol U = Reclaim R= Repair G = Guard)
The green and yellow icons change with the chosen positioning and firing mode. (green for 'peacefull', yellow for 'ok, don't mess with me', and red for 'destroy-mode').
The bars next to the buildpics represent their metal and energy cost to build, so you can learn faster what every units/building costs, and can anticipate faster if you're low on any of them.
let me knwo what you think.
