as some of you may notice its based on one i did a while ago, i will move away from its look a bit later on for now, how do you like the panels and button location? the idea is that every panel you have now will be handled in the panel you see in the right bottom so research, buildings, factory and units all go in the right corner panel, for buildings all the buildings are represented with a button, for research your options are represented according to what you researched already (i have to work on how this is done but i know its possible in that space) i have 2 extra "menu" buttons reserved for stuff that will be added when its added
There's too much stuff on the left side, and it seems awkward having nothing in the bottom middle. What I would recommend is a bit more like a standard RTS interface. I would add a panel at the bottom between the map and the buttons on the other side for current unit/research/building info. To clear up the left side I would move the stuff in the box to the top bar/ bottom middle. I would also make the box at the top more like the current bar, because it's less intrusive.
One word, Yes! Really? I like this better than the standard RTS format. Its no worse than the current comm GUI and it even solves some of the annoying problems (chat+text in the same box for example).
I like the squad selection most. The building health is also nice. The rest isn't holding up well in my view.
id say arklansman has a point here with the problems he encounters, but its not easy to solve... il think a bit about it id say its better in most ways then the previous version being
However, I do like the fact that in your previous version you could minimize sections of the HUD. Could you reincorporate something like that into your new design?
its hard, i removed that part because i dont know if the current "planned" GUI code supports that i will if i can get the devs to put it in/if its possible already
It's not the features I have problems with, it's the use of space. That area in the bottom-middle might be nice and give you extra visibility etc., but it's going to be difficult to actually use that space for commanding. It's not quite wide enough to do quick click-and-drag maneuvers, and if you do, the logout button is in a dangerous place. I'll type a bit more later. :p
Does the word PUSSY in a large pink bold girly font lock onto scouts? Because that alone would be the single best GUI feature in human history. Ontopic: I like it a lot, and can't suggest any improvements the others haven't mentioned yet.
Lots of improvement over what we have now but needs a few tweeks - Can ou rotate the guard/move box in the top left down. A square commanding view seems more logical. - Remove the log out and make the bottem row a single row, or have the option to do so. I whould reather have more view room than more interface room, especaly for the experanced commanders. - Not sure about the clock, may be able combine it with the resorces and tickets. Code: /Researching: APD \ |Time left: 15s | Cancel | |$ 2035 + 14/s |x/y tanks| \#BE -3/min| |#Nf -3/min/ Gives all the inforamtion in 1 area, just a thought - Dont use red/green for anything, use red/blue or green/blue. 90% of empires maps have green grass or redish dirt. - res/sec not res/min?
I dont mind it so much, blizzerd you think it might not be better to use the one through zero keys? limiting empires to 10 squads and 1-0 referenceing to alpha through juliet. https://bugtracker.empiresmod.net/show_bug.cgi?id=3055 get 10 squads listed somewhere on screen, with list of what 5 class types are in the squad.
800x600 is about as low as you can go in this game. Any smaller and the button to build a vehicle isn't visible.