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#1 Deimos

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Posted 13 March 2003 - 08:27 PM

Hey people,

As Rk suggested we need to be working on the options panels and the other pop up windows in the geoscape. Once that's done we can move onto baseview and battlescape.

New pic time with most of the suggestions RK gave in the other thread. I like the way the volume controls have turned out, speaking of which the interaction on the volume controls I envision will be a case of grabbing the slider with the mouse and moving to the desired location. Same with the others.

I think that load and save will bring up another panel similar in size to the one I've shown. That'll have similar saving and loading functions to the original. Maybe linking those screens to maybe F5 and F6 for loading and saving respectively as a quick option to them would be good?

For the texture detail and model detail numbers, I thought to increase the detail click the button the amount of times required.

The one thing I haven't included on this pic is a return to geoscape button or cancel button. I'd not forgotten, just didn't put it in this time :)

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#2 jfranzen

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Posted 13 March 2003 - 09:43 PM

You'll also need to add an Abandon Game / New Game / Main Menu button, asI assume we'll need that functionailty. Also, how about making the detail buttons, drop down menus instead?

J^2

#3 LordT

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Posted 14 March 2003 - 07:46 AM

I'd prefer to have game options/video options/audio options to be in different windows.

Options (geoscape button)
--Save
--Load
--<seperator>
--Game options
-----blah
--Video options
-----blah
--Audio options
-----blah
--<seperator>
--Exit
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#4 Micah

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Posted 14 March 2003 - 08:11 AM

I prefer them in different windows, too. Can you keep the Load, Save, Quit, etc. together instead of some on top and some on the bottom of the window?

#5 LordT

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Posted 14 March 2003 - 08:31 AM

'quit' tends to be att the bottom together with 'return to game' (oops forgot that one :)) regardless of the buttions inbetween, at least with other games. (*arcraft games anyway)
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#6 Guest_stewart_*

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Posted 14 March 2003 - 09:25 AM

Along with "Texture Detail" what about "Textures".

I'd like to be able to swap in the Nebula background. Others may want to, say, change the color of the UFO's.

#7 LordT

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Posted 14 March 2003 - 01:27 PM

Well, if you put it in different windows there'll be more space for such things :D
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#8 red knight

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Posted 18 March 2003 - 09:21 AM

Ok, is this the final Options Interface? If it is i would like to have the raw material to implement it before the next update...

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#9 LordT

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Posted 18 March 2003 - 11:02 AM

The first Deimois posted or the one disussed of?
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#10 Deimos

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Posted 19 March 2003 - 03:56 AM

If I may suggest, it would be ok to use this options panel as the base panel can be used for any options you could think of. The buttons are a generic button tile and can be used with any text you like. The only specialized buttons are the sound buttons with the dragbar. They could be implimented for any number of things like texture detail, model detail and so on. If it becomes necesary then I can resize the main buttons so there can be 3 columns instead of 2 and use a smaller font.

Mainly this thread was to get everyone discussing what options we actually need to have in the game. The panel can pop up and another can pop up over it and so on. I'm going to put a generic close button in the top right corner so it won't take up much space.

#11 Deimos

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Posted 19 March 2003 - 06:23 AM

I've adjusted the sizes of the buttons and added a close button in the top left corner.

The pic in the screen is from my model collection. They're Verlinden models if anyone is interested. Modified of course as I don't like making a basic model.

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#12 Micah

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Posted 19 March 2003 - 06:29 AM

That's looking really cool. Did you get the idea from the backgrounds of UFO Defense?

(Wait, isn't that where we're supposed to get our ideas? :)

But seriously, it's lookin good.

#13 red knight

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Posted 19 March 2003 - 07:12 AM

Hey that is looking pretty cool, really good work.. Keep on...

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#14 Deimos

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Posted 29 March 2003 - 08:02 AM

First concept for the buy and sell menus.

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#15 mikker

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Posted 29 March 2003 - 08:09 AM

Looks cool :D :D :D :D

You made a base :D :D :P :D :D

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#16 Breunor

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Posted 31 March 2003 - 08:13 AM

That popup menu looks very good. How's the contrast when there's several text entries on top of the background graphics? I used to teach the blind and visually impaired how to use computers, so I'm always considering that kind of stuff now. If it isn't easy to read I would suggest fading the background image a little, make it a little darker so the white text entries will stand out more.

#17 red knight

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Posted 31 March 2003 - 05:59 PM

Maybe we can make the window a little bigger (and fonts too), it is difficult to read even for non visually impaired (me) too..

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#18 Guest_stewart_*

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Posted 01 April 2003 - 12:27 PM

I just thought of anouther option:

For Battlescape, an option for how play progresses:

either one entire side at-a-time (as in the real game) or
one person at-a-time alternating for each side.

#19 Breunor

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Posted 01 April 2003 - 02:48 PM

Alternating movement between sides is a very good idea for game balance, particularly when you go to a multiplayer system. Or you could base the order of movement of the units' reaction skill. When playing various miniature warfare games, whoever won initiative would move last and fire first, allowing them to react to the enemy's movement and get the first shot off. For Xenocide, you could who goes when on the reaction rating, and if they hold their fire they should be able to react as soon as a unit enters their field of view.

#20 Lambers

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Posted 01 April 2003 - 04:41 PM

I like the idea of having a more detailed turn based system.... Factor in reaction skill, TU's left, maybe even familiar teritory (IE: aliens in their ship move first, or Soldiers in their base for base defense) Having a setting to switch between the 3? (Side at a time, Unit at a time, ?complex?) modes would be good too. couple things to toss around.

#21 Guest_drewid_*

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Posted 02 April 2003 - 02:11 PM

I love the sidebar in the geoview. I wondered what the options etc panels would look like with some of the same elements. so have a squizz at these.

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#22 Guest_drewid_*

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Posted 02 April 2003 - 02:13 PM

and this one pulls some more in.


Me and Diemos both like the green lines version.

whadayafink?

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#23 Lambers

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Posted 02 April 2003 - 02:39 PM

The green lines one is very nice!

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#24 Breunor

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Posted 02 April 2003 - 02:40 PM

I really like having the green tint in the dialog box background, helps tie it in with the main display a lot. I would try some text entries in there to see how they stand out as well. It's looking really good!

#25 Guest_drewid_*

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Posted 03 April 2003 - 11:09 AM

yeah

the text / background can be fiddled till it works I'm sure.

#26 Guest_drewid_*

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Posted 17 May 2003 - 01:41 PM

options panel - progress bar / slider idea

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#27 red knight

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Posted 17 May 2003 - 01:52 PM

Looks pretty good, but how it looks in the complete scheme??? do you have an example? cause i can implement that in almost no time....

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#28 Guest_drewid_*

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Posted 18 May 2003 - 10:43 AM

hmmm. I tried it in the options panel and it didn't look right, so I changed it a bit.

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#29 mamutas

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Posted 18 May 2003 - 11:18 AM

How about arrows at the ends of scroll bars to change values?
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#30 Guest_drewid_*

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Posted 18 May 2003 - 11:26 AM

I figured you just click on it, but we could try it with arrows to see if it's better.

#31 Breunor

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Posted 18 May 2003 - 01:21 PM

I think just clicking at the point along the bar would work, but the up/down arrows might provide some clarity as well. Arrows for detail levesl would also be nice. Perhaps the arrows could sit between the text and the value for each button? Or left click increases and right click decreases the value when you click the number? But then you have to tell the user that somewhere, arrows are instinctive.

I agree that the main options window would include load/save/new game, sound options, video options, and exit game at the bottom. Then video options can have the different textures and detail levels, and audio options lets you adjust those settings. Video and audio have their own popup window over the main options window.

#32 mamutas

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Posted 18 May 2003 - 08:12 PM

When I thought about that, I actually prefer the layout described by Breunor:

Load Game
Save Game
Video Options
Sound Options
Gameplay Options
Exit Game

Each of the button will bring another dialog.
Looks similar what Warcraft III have though. We might look like copycats :(
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#33 red knight

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Posted 18 May 2003 - 09:03 PM

We dont copy, we just inspire on their work... if i were them i would be very pleased to know that everybody is being inspired by my game... ^_^

By the way: Breunor clasification sounds the most logical alternative.

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#34 Guest_drewid_*

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Posted 19 May 2003 - 01:39 AM

I have to say I was looking at how the slider would function and look next to other buttons rather than if there were the right buttons on the panel.
my bad :hammer:

I haven't looked at the menu flow yet so whatever seems logical to everyone else would be fine I'm sure.

Don't worry about looking like copycats. If the logic works and the fuctions are easy to see and get to then thats fine.

good design is good design.

#35 red knight

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Posted 20 May 2003 - 09:37 PM

Can anyone mock up the options panel, after i finish porting the wintoolkit and implementing the slide bar i can do that in no time (as a concept -example- of course)...

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#36 red knight

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Posted 22 May 2003 - 11:41 PM

Well, Mamutas will mock up the layout and implement the slider bar with the engine...

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#37 mamutas

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Posted 23 May 2003 - 11:23 AM

That is right. I am the developer assigned to do that. (So, I am doing the scrollbar as well. All right. Not a problem)

Deimos, Drewid, Breunor,
Please email me any textures or other arts you have for this panel.

For now, I will design a layout of controls. I am planning to have multiwindow options, that is first panel will have a button 'Sound FX', which by clicking on it will present a panel with specific controls to change sounds. Thus we would be able to have first panel impelemented and stable and onle specific panels will be changed.
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#38 mamutas

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Posted 27 May 2003 - 02:38 PM

Here are promised option panels.

The first phase of the assignment was completed and attached document contains overview of Geoscape options related dialogs as well as control layouts for some of the dialogs. This is a proposal and I would like to here your opinion about overall flow here. Please, take in mind that the implementation work is under way too, so provide your feedback as soon as you can. I will be accepting all feedback and make changes in the flow/layouts until the end of this week (May 31st, 2003). After that I will be asking for senior team voting on any changes.

But there is a catch. In my understanding, only 'Options', 'Load' and 'Save' panels have pretty much fixed control layout. All other windows, especially 'Sound FX Options', 'Video FX Options' and 'Geoscape Gameplay Options' are subject to change as there was no discussion on what options we are going to have there. I will start separate threads to discuss options for each of these 3 panels.

I plan to implement the 'Options' panel as well as mockups (that is if the final options will not be decided by that time) of 'Sound FX Options', 'Video FX Options' for our first milestone. Let me know if it should be changed.

To the artists
The next move in this play is yours. Could you please take my scribbles and convert it to beautiful pictures seen earlier in this thread? Thus we would be able to see how it would look like in the game. As soon as we agree on your images, then I would need an art work for implementation.
Here is what will be needed:
1 image for a panel background.
2 images for a button (pressed and unpressed)
3 images for a scroller (background, lit bar and unlit bar). See next post on that.

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#39 mamutas

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Posted 27 May 2003 - 02:41 PM

Here is a sample image of scroller control. The implementation of it is in process now.
The control is modeled after the proposed image posted in this thread earlier.

Note, that this is a digital control. The handle will have 21 positions with most left meaning 0%, and the most right meaning 100%. Each position is different from adjust one by 5%. That should give enough granularity. On the bottom of the screen there 3 different types on how the handle and filling could be displayed.

It is also possible to display the control vertically and with inverted direction (instead of left-to-right, display it right-to-left), but this is not being considered for first implemenation. We can have a analog scroller (with no set positions for handle), if there is a need for it.

To artists who will be providing art for such controls
Total of 3 images are needed (4th one is for handle, which not part of initial implementation, but can always be added if requested).
First image: background.
Second image: lit bar.
Third image: unlit bar.
The height of all images is the same. Background image's width is equal to 21 widts of bar image. The textures will be stretched of course.


P.S: I am not sure whether this post belongs to here or to Programmng or Artistic discussion forum, so feel free to move it into correct place.

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#40 Guest_drewid_*

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Posted 28 May 2003 - 06:13 AM

I've got those images at home. I'll send them when I get back.

#41 mamutas

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Posted 26 June 2003 - 10:12 PM

Mamutas greets you.

Well, if you think I have been playing games all that time, you are only partially correct. :) I have done some programming too and I am at the point where I have something for your eyes.

(umm, I cannot figure out, how do I insert image in the post, so I will attach a zip then. Anyone knows how to insert images?)

So, attached archive has a two versions of options menu dialog mockups, the configuration files used for each version appropriately as well as used images.

As you have already guessed the configuration file allows you to specify coordinates, textures and captions of appropriate UI elements. Note, that the number, functionality and name (the repeating prefix for all keys of a particular element) of the element cannot be changed as they are hardcoded.

This mechanizm was primarily implemented to support multiple resolutions (the whole set of coordinates must be repeated for each supported resolution), but it also can be used by artists to finalize look and feel of UI (lets move button 2 pixels to the left... yeah, it looks great!).

Also, note that this is first implementation and it could be improved. I am looking here for your feedback on what other options you think could be useful to provide or any other comments you might have.
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#42 Micah

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Posted 27 June 2003 - 12:05 AM

You can post images by Browsing, selecting them, and clicking "Add Reply." If the file you select is an acceptable format of an image (gif,jpeg,jpg,png,bmp) it will be displayed at the bottom of the post.

#43 mamutas

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Posted 27 June 2003 - 10:01 PM

Hmm, did I forget to attach the archive?
Here it is.

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#44 mamutas

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Posted 27 June 2003 - 10:05 PM

Here is a sample of one options layout.

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#45 mamutas

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Posted 27 June 2003 - 10:07 PM

And the second picture.

Do not mind this ugly cross - cancel button in the top right of the dialog. It will be fixed soon.

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#46 Vaaish

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Posted 27 June 2003 - 10:27 PM

Looking good I like the 1st layout better; it seems to be more logical for reading than the second one. I would suggest that we change typefaces as that is a little weak. Also suggest that we spell out "effects" to make it look more professional.

Edited by Vaaish, 27 June 2003 - 10:29 PM.


#47 Micah

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Posted 27 June 2003 - 10:52 PM

Mamutas, do you have the gotthard and ocraext fonts installed?? It is not that big of a deal, but I think it will help us a little. I like the vertical menu.

#48 red knight

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Posted 28 June 2003 - 08:56 AM

Nope he is not, thats why in my box the buttons are too small for that button space (had to make the panel bigger)... and added left alignment (mamutas check your mail box sent lots of changes)...

By the way trying to address the fonts bug I discovered how to install fonts via code so I guess we will install them if not available on the machine on start up, so nobody forget to add them...

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#49 mamutas

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Posted 28 June 2003 - 01:25 PM

Oops! I never had them installed.
I though actually, that alpha will install them, but apparently it did not.

So, I will keep the vertical layout. I will fix the width of the buttons and add a label to the top of the dialog.
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#50 Breunor

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Posted 28 June 2003 - 09:45 PM

Yes, the single column is much easier ot follow. That's looking very good Mamutas!