[project1dev] Re: UI Direction

  • From: Hanaan <designs@xxxxxxxxxxxxxxxx>
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Fri, 28 May 2010 13:38:56 -0500

Sounds like a good idea. I like the way the UI is coming along so far though. Looks good.


On 5/28/2010 12:59 PM, Alan Wolfe wrote:
interesting.

for a plan of attack what do you guys think we get the UI working at the current resolution, then a little bit down the line we can revisit this and figure out what we want to do for different resolutions.

does that sound ok to everyone?

On Fri, May 28, 2010 at 10:43 AM, <mattthefiend@xxxxxxxxx <mailto:mattthefiend@xxxxxxxxx>> wrote:

    I'm a big fan of minimal ui real estate. If its higher resolution
    I personally want to scale my ui down for more screen visibility

    Sent via BlackBerry from T-Mobile

    ------------------------------------------------------------------------
    *From: * Alan Wolfe <alan.wolfe@xxxxxxxxx
    <mailto:alan.wolfe@xxxxxxxxx>>
    *Date: *Fri, 28 May 2010 10:43:32 -0700
    *To: *<project1dev@xxxxxxxxxxxxx <mailto:project1dev@xxxxxxxxxxxxx>>
    *Subject: *[project1dev] Re: UI Direction

    Good point eric

    i havent thought at all about different screen resolutions yet
    (not even on the RPG)

    one thing we could do is only allow screen resolutions with a
    1.333333 aspect ration (ie 800x600, 1024x768 etc) and then just
    make UI be defined as % of the screen so that the UI looks the
    same at all resolutions.

    I dunno... we should definitely sit down and actually think it out
    and try some things to make sure we are good to go.

    I'm adding it to the wiki so we don't forget.

    On Fri, May 28, 2010 at 10:01 AM, eric drewes <figarus@xxxxxxxxx
    <mailto:figarus@xxxxxxxxx>> wrote:

        you guys may already be accounting for this but is the UI
        going to be a fixed width? or expandable at higher resolutions?


        On Fri, May 28, 2010 at 12:57 PM, <mattthefiend@xxxxxxxxx
        <mailto:mattthefiend@xxxxxxxxx>> wrote:

            Right. The flag would be in the commands radial menu.
            Another option would be to take all the menu buttons and
            put them as tab aong the top of the bottom ui panel around b.

            Sent via BlackBerry from T-Mobile

            
------------------------------------------------------------------------
            *From: * Alan Wolfe <alan.wolfe@xxxxxxxxx
            <mailto:alan.wolfe@xxxxxxxxx>>
            *Date: *Fri, 28 May 2010 09:56:51 -0700
            *To: *<project1dev@xxxxxxxxxxxxx
            <mailto:project1dev@xxxxxxxxxxxxx>>
            *Subject: *[project1dev] Re: UI Direction

            Diablo 2 had orbs to show health and mana so i think there
            is at least precedence for it :shrug:: (:
            Hey Wurmz, there's 2 peices of UI that we need besides
            whats there (you mentioned one) is the menu and we also
            need a flag button so that you can click it, then click
            the world and it tells the town to build towards the flag.
            What about those guys going where the "B"s are?  IE on the
            left is a "menu" button that when you click it, pauses the
            game and brings up a menu, and on the right is a button
            that looks like a flag.
            What do you think?
            On Fri, May 28, 2010 at 9:50 AM, Matthew Freeland
            <mattthefiend@xxxxxxxxx <mailto:mattthefiend@xxxxxxxxx>>
            wrote:

                Okay so let's talk about UI for a minute.

                Attached is the most recent draft I made of the
                outline for our UI. Now that we're heading into mass
                implementation of functionality a couple questions
                have come up that I want all of your opinions on.

                Here are just a few points to take a look at. (I know
                it's not textured and looks tacky, it's a draft :P)

                A) What I envisioned as being our health/mana reserve
                indicator
                B) I was thinking about putting 2 little radial
                buttons here one for menu options one for commands
                C) Basic populous status/condition
                D) Hotkeys, yay!

                Now my questions for you guys are;

                A) Does the health bar look too complicated and
                difficult to read?
                B) Should we go with a radial menu or just make
                another layer of buttons for quick access?
                C) Where should the populous menu really be?
                D) Aren't those awesome hotkeys? :P






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