[project1dev] Re: UI Direction

  • From: mattthefiend@xxxxxxxxx
  • To: project1dev@xxxxxxxxxxxxx
  • Date: Fri, 28 May 2010 19:09:43 +0000

I have no problem with that at all. Ill finish the concept and make it work and 
pretty but ill make it so I can easily change em
Sent via BlackBerry from T-Mobile

-----Original Message-----
From: Alan Wolfe <alan.wolfe@xxxxxxxxx>
Date: Fri, 28 May 2010 10:59:29 
To: <project1dev@xxxxxxxxxxxxx>
Subject: [project1dev] Re: UI Direction

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> 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>
> *Date: *Fri, 28 May 2010 10:43:32 -0700
> *To: *<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> 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> 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>
>>> *Date: *Fri, 28 May 2010 09:56:51 -0700
>>> *To: *<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> 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
>>>>
>>>>
>>>
>>
>

Other related posts: