FeXoR Posted November 16, 2015 Report Share Posted November 16, 2015 @wraitii:So you would prefer an info section that displays contectual information dependent on selection (like a citizen soldier), mousover (like a resource) and the selected/mousover entities states (like attacking)?That info area could be shown if needed and otherwise non-present to enlarge the overwiew of the game world's view(?)Additionally an enceclopedia that can be accessed at the relevant page by a default button (like a questionmark) on many things.Do I get this about right?That would be nice.Consider though that this will involve a huge number of possible combinations of entity type/entity type (and maybe even their states).For each of those combinations there would need to be a seperate pool of information shown and thus the appropriate GUI elements layout. Quote Link to comment Share on other sites More sharing options...
wraitii Posted November 16, 2015 Author Report Share Posted November 16, 2015 Yes, this is basically my idea. I don't think we really need to remove it entirely to "show more of the map" though, our GUI isn't that big and screens are today, even on laptops.I do agree that it's quite a bit of work, but we could determine 2/3 basic states for the beginning and try it out. We don't have to have contextual info for everything, but a few simple distinctions would help.Consider champions that can't gather: there is literally no reason for their armor and attack stat to be hidden behind a tooltip.The way I see it there are three things to consider to determine what info to show:-What unit is selected. Some won't be able to attack, some have packing/unpacking, some trade...-What action is being taken (ie where the cursor is). If its nothing in particular, what should we show as a default state? This probably depends most on the unit type (on a trader, show trade amount,..)-What is happening around the unit selected. If the units are being attacked or if there are enemy around, it is probably worth showing attack/armor information by default. The question becomes trickier when you combine it with the cursor position: should we show gathering stats if a unit is being attacked but you hover over a resource? I'd say yes for consistency, and since you have the health bar already.For the cases where you need a lot of info/comprehensive view of the unit, imo a button that pops up an overlay that shows everything cleanly (possibly taking a lot of place on-screen) can't be beat: it's faster than a tooltip, it's clearer since you have more room, it's consistent across all units... Quote Link to comment Share on other sites More sharing options...
niektb Posted November 16, 2015 Report Share Posted November 16, 2015 Now what happens if you have 2 different units selected? Quote Link to comment Share on other sites More sharing options...
Stan` Posted November 16, 2015 Report Share Posted November 16, 2015 You could average the gathering rates ? Quote Link to comment Share on other sites More sharing options...
FeXoR Posted November 16, 2015 Report Share Posted November 16, 2015 Another thing to consider is that the info area is lost for interaction with the player since it will change the moment the mousover changes.So the player can only reach buttons there if the info area shows information about only the unit selected (cursor on info area). Quote Link to comment Share on other sites More sharing options...
wraitii Posted November 16, 2015 Author Report Share Posted November 16, 2015 Now what happens if you have 2 different units selected?You could average the gathering rates ?IMO there is no pertinent way to show information for a group of units. We should carry on doing what we do now: just show the selected units. Another thing to consider is that the info area is lost for interaction with the player since it will change the moment the mousover changes.So the player can only reach buttons there if the info area shows information about only the unit selected (cursor on info area).That is true, but since the purpose of this GUI is to show information immediately without having to use a tooltip, I don't think it's really an issue. Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted November 16, 2015 Report Share Posted November 16, 2015 Talk is talk. How would it look? 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted November 16, 2015 Report Share Posted November 16, 2015 (edited) Can be nice to see some layout, don't need be great art looking, only let us see how the info will be presented, or structured visually. Edited November 16, 2015 by Lion.Kanzen Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted November 19, 2015 Report Share Posted November 19, 2015 Ok, this how works in AoM this we can named as de encyclopedia in game. The counters are linked if you watch careful. http://youtu.be/ZF7dvs6Di4A[\media] Quote Link to comment Share on other sites More sharing options...
wraitii Posted December 7, 2015 Author Report Share Posted December 7, 2015 Attached is a mod that implements (to an extent) my "context-sensitive GUI" idea.You'll find a few differences with SVN:-Garrisoned units appear in a new panel on the top left part of the GUI (similar to the production queue), leaving more room.-Commands are now in the left panel.-The "raise alarm" icons are now commands-The Middle area has been changed to feature the two most common armor types-There is a new context-sensitive row in the middle-The "identity" zone was made slightly bigger so you can see more of your unit badge.Overall I think the system works rather well.Obviously there are no tooltips yet, which would give more info, and I'd like to make it so that clicking on the unit icon opens a complete description (there's a ticket for that on Trac). But it will give you a feel of how it could work.GUIMod.zip 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted December 8, 2015 Report Share Posted December 8, 2015 (edited) I Dont like, is too much info, the icons are very confusing(i know we lack of them) but you need have clear one thing, this is very Semiotics are.my area, for example you use an sword for melee attack and bow for ranged, my suggesting is using a same symbol, for describe an attack, dont care if is a bow, sling etc. attack is the attack represented by symbol. is like you use a standar symbol and you split them.in all other games the Attack Symbol is a single, don't care the kind of unit.the armor can be nice use icons like AoM specially the percentage. shield, body armor (Peto), and Helmet (EE have good references about these icons)the middle icon even cant imagine whats is that.the last must be range that is perfect, obviously need artistic work to improvethe Bars are very ugly or have that perception . the proportion is not the best. but must be the composition. Edited December 8, 2015 by Lion.Kanzen 1 Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted December 8, 2015 Report Share Posted December 8, 2015 I try mod. Interesting stuff, but the current UI was definite not design to show this stuff. You should redesign entire UI before you add this stuff. The garrisoned bar looks especially ugly (why add garrison bar when you have a whole blank panel?). Health bars and stuff now look ugly. Keep thin.Also it would give you more space if you reduce number stance and formation. (eh hem) 1 Quote Link to comment Share on other sites More sharing options...
av93 Posted December 8, 2015 Report Share Posted December 8, 2015 Redesigned GUI is a must. In the screenshot that Lion showed, I agree that it needs better icons. The hack armor can be confusing (seems attack). Maybe a different shield with a attacking sword (hack armor) a shield with a attacking spear (pierce) and a stone could make it. Or like AOM an armor for hack, and shield for pierce. Dunno about crush.For the numbers of arrows, maybe would be better three flying arrows.Regarding attack icon, you could make the predominant one. Lion, you are not right about this, in Aom there are melee and crush symbols. In aoe 3 also, Could someone make some screenshotsBTW I think that building menu should be a submenu. It covers a lot of space. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted December 8, 2015 Report Share Posted December 8, 2015 ok my mistake but will be improved when You chooose a symbol you make sure all user know what means, so AOE have a standard in this kind of games. Because communication is about have common, coo on what the meaning of a symbol, is like when you driving in another country the signals must be universal for a foreign. We need choose these symbols, that about semiotics is. Is pure communication without using words or speak. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted December 13, 2015 Report Share Posted December 13, 2015 for some reason your modgui give to me a rare bug.is about unfinish finished house. the worker never finish the house but visually is it. 1 Quote Link to comment Share on other sites More sharing options...
elexis Posted December 13, 2015 Report Share Posted December 13, 2015 As with most errors, having a commands.txt helps. Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted December 13, 2015 Report Share Posted December 13, 2015 (edited) As with most errors, having a commands.txt helps.But is with a mod.... this don't happen with normal game....ok then, I will upload give some chance.edit1: donecommands.zip Edited December 13, 2015 by Lion.Kanzen Quote Link to comment Share on other sites More sharing options...
niektb Posted December 13, 2015 Report Share Posted December 13, 2015 wraitii already knows about this issue (I told him) 1 Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted August 16, 2019 Report Share Posted August 16, 2019 We should sort the interface files, they look like a labyrinth, an spaghetti at some point. Quote Link to comment Share on other sites More sharing options...
wowgetoffyourcellphone Posted August 16, 2019 Report Share Posted August 16, 2019 On 12/13/2015 at 7:37 AM, Lion.Kanzen said: for some reason your modgui give to me a rare bug. is about unfinish finished house. the worker never finish the house but visually is it. This still happens. Lol Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted August 16, 2019 Report Share Posted August 16, 2019 13 minutes ago, wowgetoffyourcellphone said: This still happens. Lol Yes , even I have recorded in a video. Quote Link to comment Share on other sites More sharing options...
Stan` Posted August 16, 2019 Report Share Posted August 16, 2019 And for some reason it's incredibly hard to reproduce... Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted August 16, 2019 Report Share Posted August 16, 2019 6 minutes ago, Stan` said: And for some reason it's incredibly hard to reproduce... Its was Delenda Est. Give some time to upload the video and the replay... Quote Link to comment Share on other sites More sharing options...
sphyrth Posted August 19, 2019 Report Share Posted August 19, 2019 Are the UI improvements being employed on the SVN or are you still on the planning phase? Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted August 19, 2019 Report Share Posted August 19, 2019 1 hour ago, sphyrth said: Are the UI improvements being employed on the SVN or are you still on the planning phase? Planning base... (since 2015) the actual GUI modding is some kind confusing. Its starting to feels old and outdated. Â 1 Quote Link to comment Share on other sites More sharing options...
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