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Deimos

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Following up from the previous thread regarding the X-Net design, it looks like the menu would be using the button system you'd posted Deimos, with parent menus stacked at the top and child items listed below. It looked like the menu and the other buttons for returning to the geoscape, etc. would fit along the left edge of the screen, leaving the right 2/3 for the graphics and text.

 

Should we have the menu on the right side to mimic the geoscape layout? I think there would be more continuity that way. Then the left side could be split in half, with the 3D object on top and stats/text below that IMO. Along with the exit/geoscape button, there could be the rotate widget used on the geoscape for moving the model around. While it would be nice to animate the models that have moving parts, that would override user controls for moving the object - I don't think it would work well combining them. You could have an on/off switch for animation, disabling the rotate widget during animation, but that seems like a lot of work and clutter. I suggest we either have the rotate widget so the user can play with the items (my preference) or have a set 360 degree spin animation for each item, and possibly include animation where applicable.

 

As to the menu layout, I think we can easily break up the menu into smaller chunks so that we avoid lists too long to fit. Wepaons can be broken down into standard/laser/plasma/explosives, etc. The rest are small enough I think.

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Guest drewid

Sounds fine to me.

 

We should be using the same elements to make panel edges and corners to keep everything consistent.

I know Mamutas is looking at some sort of layout script for doing at least some of this process.

 

I like the rotate widget idea, but we could have a left mouse click on the object window do a rotate (joystick style) and right button drag or wheel zoom.

 

If we did that here then that should be carried back into the geoscape for consistency.

 

I had a look at a planets and stars database the other day and found myself doing that without thinking about it. but I don't know if thats just because I'm interface literate about that sort of thing, (mind you so is our audience).

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Hey -

 

As to the content of the X-Net, we will have a Creative Text Depatrtment Asset List up by the end of the week. This will greatly help the organization of X-Net content, and be similar to the Art Asset List already up and running. There are some points that need to be ironed out though, specifically between the coders and the writers.

 

The big one: how will soldier names be handled, as well as the corresponding fluff text. For instance, a Russian name will need a Russian history. Likewise, will we have an X-Net Operatives Database as part of the X-Net, or will it be a seperate database for another release version? This is importnant, because with a dedicated Operatives Database, we can really do a whole lot more than without one -regarding operatives.

 

Some other basic things, which I'm embarresed to bring up cause they are so obvious. But I'm good at embarrasing myself, so what the heck! I assume text amount is not an issue, cause of scroll bars? The X-Net will be easily modifiable and expandable, so that we can easily add and modify things? All the graphics in the X-Net are fully zoomable and rotational? Stuff like that :D

 

Gold

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Hi guys,

 

Yes, I am looking into config file to describe layout, which will be useful for X.Net pages as well.

 

Here are my 2 cents for overall view. I do not like tree structure. In my opinion it adds no value in representing the data, but only brings another abstract term. Also, I would like to see all categories at the same time, so I can easily jump from looking at the Pistol to Alien Entertinment.

 

And I agree, that controls should be on the right and the main pane on the left.

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  • 3 weeks later...

Check this link. If you will take a look for their weapon information database (link 'weapons' on the left), it looks cool, but simple at the same time.

 

I like our ufopaedia to have some similar design: two line of icons on the top (the top is categories, the bottom is items), the main field on the bottom.

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Hey -

 

So are we just dumping all the concept design work thats been posted?! I thought we had decided on stuff similar to this thread:

http://www.xcomufo.com/forums//index.php?a...4&t=573&hl=xnet

and this one:

http://www.xcomufo.com/forums//index.php?a...&t=1137&hl=xnet

 

It seems to me, that this was the format that everyone liked. It should also not be hard to code, and then modify. Personally, I like it better than the Chasergames one...

 

Gold

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Just to show I've not been slacking off ;)

Here is the X-net menu system. It should be pretty self explanatory, the right side changes depending on context. The greenscreen area is there the CT department's hard work will go and the empty black area below that is where the rotatable models will do. I envsion a zoom facility there as well as the rotation controls to look at those super high detail models the art team is making.

 

The left menu has a few extra entries than people are used to seeing in the ufopeadia and they're there for the CTD to go wild iwth backstory and all the other sundry black projects stuff. The empty buttons are there for future expandability and for the submenus that have more items in them.

post-42-1056396464_thumb.jpg

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Looking very nice. When you click on a category, is the menu replaced with a list of entries in that catagory? Also, you should probably insert a Done button at the bottom somewhere (or is that what the green thing is?)
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What do you all think about this: When you select a menu item that opens a new menu, all the buttons rotate in place to reveal the new menu entries. Like each button has a triangle cross-section, and we see one flat side of it with the text on it. Sort of like Family Feud I guess, now I don't like it so much... ^_^
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Good grief, Deimos! I thought you will never do this design! :)

 

As per discussion with RK today, we both agreed that I will start work on X-net view as soon as I finish Option dialogs. I will be the primary person for implementation and code design. And this is going to happen really really soon relatively speaking.

 

Regarding the design:

It looks pretty good and consistent with other interfaces. However, how do you think the left area will look like when the categories are displayed on the right? Will it be empty as in the mockup? I don't think it is a good idea.

I suggest to display categories and entries at the same time. There is a plenty of space and we can always have scrollbars if needed. For example, top right part will display categories, bottom right part - entries. When you come into that screen the last viewed category/entry will be selected and info displayed.

 

Regarding animation:

It is really great idea. The game will only win because of that. Practically speaking all dialogs/controls should have some animations (even the original game had 'blowing-up' dialogs. I will try to make sure this functionality will go in the next version of our control toolkit library.

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Regarding the design:

It looks pretty good and consistent with other interfaces. However, how do you think the left area will look like when the categories are displayed on the right? Will it be empty as in the mockup? I don't think it is a good idea.

I suggest to display categories and entries at the same time. There is a plenty of space and we can always have scrollbars if needed. For example, top right part will display categories, bottom right part - entries. When you come into that screen the last viewed category/entry will be selected and info displayed.

We could display either a generic Xenocide logo or an x-net styled logo in the blank area when the categories are displayed.

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Building on the animated dialogs of the original, if you had a collection of images that represent the text values on the right side, when you click on a text option the corresponding graphic on the left could expand out to form the new screen (which would either be another collection of pics for that category or the details of a particular item). I don't know if that makes sense or not...
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Mamutas, that sounds good to me, as long as you can code it.

Everything can be coded provided enough time and resources. :)

 

As we are short in both areas, then I guess I will start with Deimos proposal (the one with image), which is good looking and is simplest (read: fastest) to code.

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We could display either a generic Xenocide logo or an x-net styled logo in the blank area when the categories are displayed.

 

The other option is a little animated text...something along the lines of

 

"connecting to X-net systems"

"Username:*******"

"Password:*****"

"Login accepted. Accessing database"

 

it might get annoying like the 300th time you access (depending on how long it takes), but it could be a cool way to open it up the first time...

 

-Mav

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Hey -

 

You should check out the X-Men2 webpage if you want login ideas. Here is the link:

 

1.) Go-to http://www.x-men2.com/

2.) Select whatever language is yours...

3.) Wait for it to load...

4.) Close the annoying add for a Desktop picture.

5.) On the right of the screen, midway down, is a little disk-like thing that morphs into an eagle and then back, place mouse over it.

6.) Two options scroll out, click on the "Database" on left.

 

Anyhow, it is spiffy, and I think it would be neat to have an intro ti the X-Net similar to that. I think it could get old fast thugh, so perhaps an option after the first time that gives youa choice to turn it off would be best.

 

Gold

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Yeah, we had discussed something like that before, using an animated menu system. It would be much easier to code a more static screen for v1 though, and then look at eye candy once it's all working.
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Guest Jim69
Unless the text was scrolled and the X-net open in under 5 seconds it wouldn't be that annoying, otherwise it would p*ss me right off
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Guest drewid

We could always have an option control (radio buttons?) for transition speed or on/off for animated text and other similar stuff.

 

It could cover a bunch of stuff and just be labelled slow - med - fast - off

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We could always have an option control (radio buttons?) for transition speed or on/off for animated text and other similar stuff.

 

It could cover a bunch of stuff and just be labelled slow - med - fast - off

i am not sure about where do you want to put those radio buttons. On the options panel? but if they will apply only for Xnet view, then it is a waste in my opinion. unless we will have more of this scrolling text scrolling text.

 

i actually like the idea of having some animated logo displayed better, instead of scrolling text

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i actually like the idea of having some animated logo displayed better, instead of scrolling text

Here, i most say that i am not agree. The X-net have alot of text (just look at the firstorm concept), and some users may not want to read all the text, just look at stats and such (with should be put at the top). If we made it scroll down automaticly (i assume that it was what you talked about), people would have less time to read it, and remember the stuff, to compare with other equiptment.

 

That is like reading a online story, and keep scrolling down. You would have to read quickly, if you dont want to miss anything! :whatwhat: (

 

Ok, now, just look at some ending credits! man!

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Guest drewid
We could always have an option control (radio buttons?) for transition speed or on/off for animated text and other similar stuff.

 

It could cover a bunch of stuff and just be labelled slow - med - fast - off

i am not sure about where do you want to put those radio buttons. On the options panel? but if they will apply only for Xnet view, then it is a waste in my opinion. unless we will have more of this scrolling text scrolling text.

 

i actually like the idea of having some animated logo displayed better, instead of scrolling text

Thats what I mean about being generic. it could also apply to speed of menus in game i(if we end up using them) speed of menus and dialogs appearing generally.

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