..:: New GUI Design - in progress ::..

..:: New GUI Design - in progress ::..

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

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IceXuick
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Joined: 14 Mar 2006, 01:46

..:: New GUI Design - in progress ::..

Post by IceXuick »

*EDIT*

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.

Image
Last edited by IceXuick on 06 Jun 2006, 22:45, edited 1 time in total.
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Zoombie
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Post by Zoombie »

That...is...one...slick...GUI!
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genblood
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Post by genblood »

Very nice .... 8)

Looking forward to its release
SecurE
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Post by SecurE »

I do not know if anyone agrees with me except zwzsg, but at least I belive that the way of showing buildpictures was superior in TA:K as compared to TA. If you haven't played TA:K, it basically means that the buildpictures are put in the bottom of the screen without any frame around them and all are shown at once (no pages). The buildpictures would obviously have to be smaller than the current ones, but I do feel its a superior system, unless you start getting hundreds of units built by a single unit (highly unlikely).
That's not to say that the TA:K interface itself was without its problems, but I do feel it used the screenspace quite well, especially with those buildpictures.

Such a major change would mean that you would probably have to remodel everything else a bit, so its hard to comment about that. I will do some minor nitpicking though. You didn't include all switches yet (on/off), and there is no way to access the groupAIs and some of the other commands, unless you can do that in the "commands" bar (which seems to have several pages).
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IceXuick
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Post by IceXuick »

I haven't played TA:K, sorry. Well it sounds like a nice idea, and i think the build pics could be smaller. Let's wait what everyone else has to say.

The ON en OFF button isn't there, that's right. Haven't checked which buildings have more than 4 special buttons, but if there are, there should be more room. (added button)

The AI thing should have a place also indeed, one thing i totally forgot. I'll try to find a spot for it.

Thx for all the comments, tips and idea's so far!
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SwiftSpear
Classic Community Lead
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Post by SwiftSpear »

Ice, I think that is awesome. I can just imageing how much cleaner that will make ingame spring.
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FizWizz
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Joined: 17 Aug 2005, 11:42

Post by FizWizz »

looks nice, but I've got 3 questions and a beef about it:
1.) minimap.... "3%"?
2.) what is the lower left window, tooltip like in the current GUI?
3.) what is the lower right window, "statistics" supposed to display
beef.) metal and energy bars next to the buildpics are uninformative, redundant, and superfluous.

Suggestion for Key-binding for unit orders:
A = Attack, S = Stop, P = Patrol, E = Reclaim, R= Repair, G = Guard, Z = Ressurect, X = On/Off, C = Cloak, V = Position Stance, L = Load, U = Unload, F = Firing Stance, W = Wait/Go, D = Unique Weapon, ??? = toggle repeat, [edit]??? = Land At % (for aircraft)
Not really a 'unit order' but: B = Expand/Collapse Build menu[/edit]
Last edited by FizWizz on 19 May 2006, 06:00, edited 1 time in total.
Egarwaen
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Post by Egarwaen »

There's also the LandAt button for aircraft.
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Argh
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Post by Argh »

Personally, I like the Energy and Metal bars next to the units (sorry Fiz, no disrespect intended). They would give players a very quick, visually-intuitive way to see the relative costs of things.

I'd like to see a "tabbed" approach to the buildtrees, though, so that users can flip from a OTA-traditional view with only 6-8 things (personally, I prefer 8, but I play with very high resolution) and a tab to expand that to include everything (with a dynamic scaling effect that would make it possible to see anything up to a reasonable number of icons- say, 10 across, 6-8 down).
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smoth
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Post by smoth »

one thing that is bothering me... PLEASE fix the build pictures.

They are suposed to be shown as square. The old gui has this and I would love to see it fixed in the new gui.

Also would it be possible for me to do my own gui for gundam starting now... or is that a hard coded gui you are working on?
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Argh
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Post by Argh »

Oh yeah, I would totally vote with Smoth, please fix the non-square buildtree icons, I'm tired of seeing my buildpics get squished.
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Das Bruce
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Post by Das Bruce »

Personally I think its way too thick, and Buildpics along the bottom would be better.

Also the players/statistic boxes are just adding clutter, put them in one large one and have it pop up under tab.
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Guessmyname
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Post by Guessmyname »

Where's the on off buttons for activation etc?
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NOiZE
Balanced Annihilation Developer
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Post by NOiZE »

Press spacebar(orsomething else), should bring up a big page showing all buildpics!

Also behind those buttons (attack/move/ etc.) the logos of those actions are shown which doesn't look too good

But @ least someone is working on it now :)


But as long nobody has implented CEGUI it's a bit pointless
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Zenka
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Joined: 05 Oct 2005, 15:29

Post by Zenka »

well, I like it.
Indeed, the current buildpics are squares, so the GUI most display them as squeres. The bars next to them... well, they arn't usefull to me. If I wan tot know how much metal it costs, I want to know the exact number, so look at the tooltips.

Anyway, very slick.
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zwzsg
Kernel Panic Co-Developer
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Post by zwzsg »

I don't like the interspace between buttons, it feels like wasted space to me.

How comes d-gun and capture have bigger button than the other command? That's unfair!

I'm not sure labelling the button group, with "Commands", "Switches", "Specials" serve any purpose. Seem like wasted space to me. Maybe you need a title bar to have a place to put the "close" and "minimise" icon, but the current system where windows are draggable an resizable without having any title bar is ok to me, and it doesn't have that space wasted in title bar.

I don't think the little bar showing metal & energy cost would be useful because:
- 1) You forget buildtime, which is a very important ressource too.
- 2) No matter what scale you use, you'll have half the unit near 0 and the other half overflowing: like, a vulcan cost 45198, a mexx cost 50M, (in TA, Spring cost may vary) so, if the bar can accomodate a vulcan, then the mexx bar represent 0,1%. You couldn't scale the bar according to the most costly unit, because in Spring when you select two builder you get to see both their construction menu at once. If you used logaritmic scale, people wouldn't understand how comes a bar twice as big doesn't mean a unit twice as costly.

Oh, and in any new GUI project, keep in mind it should adapt to every resolution.
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ILMTitan
Spring Developer
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Post by ILMTitan »

I would like to put my vote in favor of the resource bars. They may not be useful to most of us, but it gives you a little more to look at and are noob friendly. It gives them a very quick way of telling if something costs "a lot" or "a little." I also think a log scale would work fine. The A costs more than B would be preserved, and the people who want to know if A costs twice as much as B would be looking at the tool tip anyway. Even with the way it is now though, you can tell that a mex, a radar, and a wind plant all cost next to no metal, while the solar costs some and the factories cost a significant amount.

A more complicated possibility would be to adjust the scale dynamically with your current income for that resource. Thus you could clearly see the difference in basic structures early in the game, and not late in the game when their costs don't matter anyway. This would take quite a but more work, however. If you added a build time bar, it would probably scale with total industrial capacity, which is less readily available to the GUI.
Last edited by ILMTitan on 19 May 2006, 13:14, edited 1 time in total.
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Tim Blokdijk
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Post by Tim Blokdijk »

About the build pictures, I would separate it from the command buttons.

Project Godevac had some interface designs.
Might be interesting to take a look.
Let me see... here they are:
http://godevac.tauniverse.com/files/interface.jpg
http://godevac.tauniverse.com/files/interface.gif
http://godevac.tauniverse.com/files/interface2.gif
And something interactive in flash:
http://godevac.tauniverse.com/files/interface.htm
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Das Bruce
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Post by Das Bruce »

*When* we get lua we'll all be able to have our own.
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Deathblane
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Post by Deathblane »

The more buildpics that can be made to fit the better, especially when playing different mods it can be annoying to have to flick around to find the right building.

edit: Also the mouse context controls (attack, guard etc) could do with being seperated from the switch commands so you can minimise the (mouse context) buttons once you're familiar with them.
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