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[game][Evolution RTS] New Resource Bar?

Posted: 08 Apr 2018, 23:13
by Forboding Angel
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.

Image

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Re: [game][Evolution RTS] New Resource Bar?

Posted: 09 Apr 2018, 12:30
by gajop
I'd suggest including a screenshot of the new one so we can compare them

Re: [game][Evolution RTS] New Resource Bar?

Posted: 09 Apr 2018, 16:07
by FLOZi
gajop wrote:I'd suggest including a screenshot of the new one so we can compare them
Click on 'read more'

Re: [game][Evolution RTS] New Resource Bar?

Posted: 10 Apr 2018, 01:26
by Forboding Angel
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.

Re: [game][Evolution RTS] New Resource Bar?

Posted: 10 Apr 2018, 02:18
by gajop
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 (?)

Re: [game][Evolution RTS] New Resource Bar?

Posted: 10 Apr 2018, 08:38
by Forboding Angel
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?

Posted: 11 Apr 2018, 16:54
by AF
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?

Posted: 11 Apr 2018, 23:08
by sprunk
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.
I think it's rather a testament to how it's actually the same as the old one except without income/pull.

Re: [game][Evolution RTS] New Resource Bar?

Posted: 13 Apr 2018, 05:35
by Forboding Angel
sprunk wrote:
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.
I think it's rather a testament to how it's actually the same as the old one except without income/pull.
It is reasonably quite similar yes, but there is also color coding on the net as well as the color coding all over it. I suppose the question then becomes, why hasn't anyone thought to do this before?

Re: [game][Evolution RTS] New Resource Bar?

Posted: 13 Apr 2018, 15:27
by sprunk
why hasn't anyone thought to do this before?
SupCom 1 did, as did CA.

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.

Re: [game][Evolution RTS] New Resource Bar?

Posted: 13 Apr 2018, 18:37
by Forboding Angel
Well, I was meaning specifically within spring, but ca answers that well enough :-)