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  • Originally posted by Locutus
    I tried to incorporate the build manager into the city screen as well (as in Hex's version). It works, but it gets awfully crowded on the righthand pane...
    On that version I think the components on the left hand side need to be permuted so that the spinners for labour are next to the quantities of resources at the top, so you can see the effects of changes more easily.

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    • DP

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      • I think we could dispense with quite a lot of the buttons in favour of keyboard shortcuts. I guess this would have to be optional since there's nothing harder when you're new to a game than learning a bunch of bizarre keyboard shorcuts, but it would be handy to free up more space for the various listboxes in the construction section.

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        • Originally posted by Locutus
          I think in larger resolutions it would be best if the screen could be split in two functionally sensible sections (e.g. resource collection and build queue/inventory) dock with two of the corners of the screen.
          Yeah, a tab that switches in the build functions may just be the ticket.

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          • Originally posted by OnePresent


            Do you see the map part of the dialog box as a hole, with the background screen showing through?
            It would have the advantage to allow for city selection and thus access to the city's screen through... the city screen.
            "Democracy is the worst form of government there is, except for all the others that have been tried." Sir Winston Churchill

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            • small brain fart - how about some graphical reference to lemurs on the main screen, could be small, maybe even a button to some kinda easter egg thing?
              'The very basis of the liberal idea – the belief of individual freedom is what causes the chaos' - William Kristol, son of the founder of neo-conservitivism, talking about neo-con ideology and its agenda for you.info here. prove me wrong.

              Bush's Republican=Neo-con for all intent and purpose. be afraid.

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              • Originally posted by J Bytheway
                I think we could dispense with quite a lot of the buttons in favour of keyboard shortcuts.


                I am using few keyboard shortcuts, it would make the game very difficult to play as far as I am concerned.
                "Democracy is the worst form of government there is, except for all the others that have been tried." Sir Winston Churchill

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                • Locutus, though I prefer One Present interface with the map at the center you seem to have found the right zoom level.
                  "Democracy is the worst form of government there is, except for all the others that have been tried." Sir Winston Churchill

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                  • Yeah, the zoom level in Locutus's last screen is good.

                    As for tabs, buttons, switches and whatnot - I want to be able to give construction orders with as few clicks as possible, that's the most common function for cities, after all. Also, I want to always see the food/production/science/etc numbers and specialist buttons.... if any of the other parts is toggled on/off with a tab, I'm perfectly fine with it. As it is now, you need an additional button to get to Build manager from City manager, which is IMO annoying.
                    Solver, WePlayCiv Co-Administrator
                    Contact: solver-at-weplayciv-dot-com
                    I can kill you whenever I please... but not today. - The Cigarette Smoking Man

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                    • Locutus' screen.... City Dharma, Mayor Happiness

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                      • The second layout by Locutus does not work. The first one is much better in terms of layout. Optimal map zoom can be worked out. The window needs to be 600x800 max because that is the resolution of the game (even if I enjoy playing at 1200x1600 on my partner's work laptop )
                        ·Circuit·Boi·wannabe·
                        "Evil reptilian kitten-eater from another planet."
                        Call to Power 2 Source Code Project 2005.06.28 Apolyton Edition

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                        • These are the roughest sketches to date

                          The concept trying to be shown here is a tabbed area with 2 tabs. One is the build interface. The second is the status interface with the item currently being built.

                          Presented in two screens. Please imagine this looking professional as a final product.
                          Attached Files

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                          • Now with the build tab selected....
                            Attached Files

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                            • As I put this together another option came to mind that may be a better use of the tabs. Instead of having tabs for status and build, have tabs for build and map view. When is the map view least needed??? Maybe when using the build interface??

                              OK, that's run up the flagpole, let's see if anyone salutes it.

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                              • The problem I have with this setup (which is based on The second layout by Locutus) is that the information on the left is so chopped-up and all over the place that it is impossible to use and this information is why I use the city screen! The build queue is a nice add-on but we already have a build manager. I think clicking on a build button in the city screen should open the build manager window as currently happens. (unless someone comes up with an idea that works)
                                ·Circuit·Boi·wannabe·
                                "Evil reptilian kitten-eater from another planet."
                                Call to Power 2 Source Code Project 2005.06.28 Apolyton Edition

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