..:: New GUI Design - in progress ::..
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- Tim Blokdijk
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In the next batch fo shots Ice, put a pic of a version with the bars turned off, they should eb off by default. People can sue them if they're told what they doa nd how to sue them and when to sue them etc, they still have a slight few set of major flaws but they should be shown to a brand new user who is goign tog et the imrpession that the complexity he sees in the bars is a feature of your design which is everywhere.
AF, thats okay.
You can be assured these bars won't make it into the first versions anyway. They are of secondary (or tertiary) importance, and IF added, it will be in a later stadium.
Next GUI design version will be online later, got some rush job in between.
Check this thread out in a day or 2 for some new altered concepts of the gui
You can be assured these bars won't make it into the first versions anyway. They are of secondary (or tertiary) importance, and IF added, it will be in a later stadium.
Next GUI design version will be online later, got some rush job in between.
Check this thread out in a day or 2 for some new altered concepts of the gui
about "resource drain arrows", I suggest :
< = draining
<< = you are draining in such a way that the engine has throttled your output
> = gaining
>> = full and gaining
judging "if you're going down slowly, or headed for a major stall" would be difficult I think... maybe some kind of indication of how many turns until you fill up or bottom out at the current rate being represented by the intencity of the color of the arrow...
< = draining
<< = you are draining in such a way that the engine has throttled your output
> = gaining
>> = full and gaining
judging "if you're going down slowly, or headed for a major stall" would be difficult I think... maybe some kind of indication of how many turns until you fill up or bottom out at the current rate being represented by the intencity of the color of the arrow...
That's not really the problem, though. The problem is telling how much you're stalling by. IE, can you just tough it out, or do you need to start cancelling projects and throwing up Metal Makers?SinbadEV wrote:judging "if you're going down slowly, or headed for a major stall" would be difficult I think... maybe some kind of indication of how many turns until you fill up or bottom out at the current rate being represented by the intencity of the color of the arrow...
Problem is that we have 3 things to represent:Das Bruce wrote:Base it on how long your reserves will last you, under 30 seconds or some other arbitrary value and have a warning or something.
The real drain (how much the engine is throttling you down to)
The total requested resources (maximum possible drain)
The speed at which you are approaching 0 or 100% of your storage
Real drain - Big number, green for up red for down.SinbadEV wrote:Problem is that we have 3 things to represent:Das Bruce wrote:Base it on how long your reserves will last you, under 30 seconds or some other arbitrary value and have a warning or something.
The real drain (how much the engine is throttling you down to)
The total requested resources (maximum possible drain)
The speed at which you are approaching 0 or 100% of your storage
Actual input output - smaller numbers, input on top in green, output in red on bottom, next to real drain
Speed at which approaching 0 or 100% storage - Yellow=>Orange=>Red light at 0 end of resource bar, yellow for 1:30, orange for 1:00, and red for 30 till empty.
what is all this silliness? In my opinion, you can tell how fast your storage is filling or draining by looking @ the resource bar. The 'real drain' is the maximum possible drain except when you are nanostalling, and at that point it will match your income. Those two features seem pretty redundant.SinbadEV wrote:Problem is that we have 3 things to represent:Das Bruce wrote:Base it on how long your reserves will last you, under 30 seconds or some other arbitrary value and have a warning or something.
The real drain (how much the engine is throttling you down to)
The total requested resources (maximum possible drain)
The speed at which you are approaching 0 or 100% of your storage
It'd be nice, but the simplest fix, from a UI perspective, is to always say how much metal/energy you're trying to use, even if your actual use is being scaled back due to stall.AF wrote:Maybe when you select the item the semitransparent building can have a little bit next to it saying if you'll stall and how long till the stall occurs.
You might not be that bad but it really depends on the use.Egarwaen wrote:Great. I'm at 0 reserves. My net income is displayed as +55. My net loss is displayed as -55. How badly am I stalling?krogothe wrote:Just look at the friggin number that gives your net income/loss and do a 1 digit calculation against your current amount or grow a brain you little chickens
All we get is usage, provide and reserves.
I do also believe we need a 3rd number:DESIRED
Showing how much we REALLY need to support the current construction.
i agree to the person who suggested the old TA style resource system. It showed the income and the drain (that is used, if there is metal/energy or not). The 'third' number i think could just be the difference between them, so all people that can't do math very well, can see how much it exactly is.
This being said, i have made a new version of the concept!
If everything is right, most things should speak for themselves. If there might be any questions, or suggestion/idea's, let me know.
As for all the (new or anxious) people here, this is just a concept, and is (by far) not working ingame. I designed all buttons, but you might already have guessed that they won't all show up if the selected unit doesn't have that option/setting.
the not much altered buildmenu screen:

the quite alot altered ordersmenu screen:

This being said, i have made a new version of the concept!
If everything is right, most things should speak for themselves. If there might be any questions, or suggestion/idea's, let me know.
As for all the (new or anxious) people here, this is just a concept, and is (by far) not working ingame. I designed all buttons, but you might already have guessed that they won't all show up if the selected unit doesn't have that option/setting.
the not much altered buildmenu screen:

the quite alot altered ordersmenu screen:

Mee rikey
Looks very nice. Flexible, dense, and pretty - hallmarks of a good gui. A few comments, since you seem very open to them:
1) Highlight the hotkey for commands. Not all of us are hardened veterans who remember "E" for relclaim. And before someone argues - yes, you must force reclaim sometimes, like when wanting to destroy a friendly unit without causing a violent explosion.
2) Where do the unit descriptions go? Sorry if that's been answered already.
1) Highlight the hotkey for commands. Not all of us are hardened veterans who remember "E" for relclaim. And before someone argues - yes, you must force reclaim sometimes, like when wanting to destroy a friendly unit without causing a violent explosion.
2) Where do the unit descriptions go? Sorry if that's been answered already.
^Unit descritions are in tooltips IIRC...
A "desired" resource drain would be good, prehaps in bracets next to the actual resource drain?
But what' i'd realy like to see is metal and energy coming and going from donations.
And um... you need a ressurect button
A "desired" resource drain would be good, prehaps in bracets next to the actual resource drain?
But what' i'd realy like to see is metal and energy coming and going from donations.
And um... you need a ressurect button

Last edited by FireCrack on 30 May 2006, 02:21, edited 1 time in total.