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Pureon

User Interface concepts

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I recommend that Pureon continue on this path for a while without too much nitpicking from us, to see where he leads. I'd rather not dilute his artistic direction with too much "design by committee" so I say, you go with yo bad self, Pureon. Let's see what you can do.

Well stated by the Project Leader (y)

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Putting this here: I've added the ability to select items in dropdown menus by typing stuff with the keyboard (open the map menu, type "lorr", it gives you Lorraine plains"). I feel like it'd be nice to have, I'll post a patch when I get back home.

Great!

There is also a ticket for this: http://trac.wildfiregames.com/ticket/698

Also related: http://trac.wildfiregames.com/ticket/1532

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It would be nice if the top/bottom keys and the mouse wheel would change the item in the selected drop down menu appropriate.

Edited by FeXoR

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It would be nice if the top/bottom keys and the mouse wheel would change the item in the selected drop down menu appropriate.

Basic Windows-like functionality is a must. Thanks for bringing it up. Very frustrating for our end-users when things don't act as expected.

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I haven't prepared anything that's worthy of a progress update, however here's a small over-the-top graphic made for fun -

TFqkXX7.png

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I really like those new concepts Pureon. I'm sure they'll give a very nice look to the overall game once finished. Keep it up!

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I haven't prepared anything that's worthy of a progress update, however here's a small over-the-top graphic made for fun -

TFqkXX7.png

This isn't "over the top" at all, actually. It would be neat to add these kinds of flourishes everywhere you can.

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This isn't "over the top" at all, actually. It would be neat to add these kinds of flourishes everywhere you can.

I'd like to be able to turn all graphically irritating and distracting stuff off to get the most possible space for information and interactive UI.

Don't get me wrong, I like the style! But for me this projects value is the game and it's usability. Focusing more on graphics means focusing less on playability and usability.

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I'd like to be able to turn all graphically irritating and distracting stuff off to get the most possible space for information and interactive UI.

Don't get me wrong, I like the style! But for me this projects value is the game and it's usability. Focusing more on graphics means focusing less on playability and usability.

We can't become too minimized either, there's a perfect balance between the two, and that's what we must try to achieve :)

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To me this way are balance, more aesthetic and minilamalist. The decorative stuff can be little size to have more space. Actually have more space for many commands. And if we put in a scroll menu some buttons we can have more space.

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Guys, the decorative stuff would obviously not go on the in-game GUI and take room away from commands.

In this case I didn't say a thing :P:whistling:

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In this case I didn't say a thing :P:whistling:

Yeah, the decorative stuff would go on titles and headers, at the tops of screens or panels or in between lists of items, etc--for things like popups ("You win!") and menus and encyclopedia and loading screen and stuff like that. The in-game GUI design (the minimap area, training panels, top ribbon, etc.) will remain minimalist.

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Some things I did a long time ago. I particularly like the buttons I did and I prefer the white tooltips as well. I know at least 1 other person prefers the black tooltips, but either way you look at it, the game's tooltips need redesigned and overall text rendering improved greatly.

xHf8f.jpgPTQEr.pngOQLxM.pngyK69t.jpg

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I kind of like Age of Mythology's GUI (screenshot below). Listing the techs, units and heroes without tool tips / icons doesn't make the choice clear. Just my 2 cents.

gfs_47500_2_15.jpg

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I meant to also make a screenshot of AOM's GUI to make a point about buttons. You will notice that there is no "kill unit" skull button (it's not necessary, IMHO, just hit delete). Notice there is no "attack-move" button either and no "stop" button.

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Would like to get some input on attack icons in tooltips, see #1785 and this. Maybe the tooltips should be (re)designed first? They've been an info dumping ground for a while :unsure:

I think the tooltips just need a complete redesign.

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