GUI content

GUI content

Postby StefanP.MUC » 02 Mar 2011, 15:27

This topic is for discussing the contents of the GUI (not the layout or technical aspects).

What do we have?
  • Gold, Mana, Territory counters
  • Minimap area
  • log box (how exactly should it be used in later dev states?)
  • Tab box with now cleaned up structure

And now the question: what do we need and want?
Last edited by StefanP.MUC on 03 Mar 2011, 10:35, edited 1 time in total.
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Re: GUI content

Postby Skorpio » 02 Mar 2011, 16:20

We need a chat box and icons for spells, traps, rooms, creatures, system menu. An area for fighting creatures like in DK1 would be nice. Was there something similar in DK2 or did they change it?
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Re: GUI content

Postby StefanP.MUC » 02 Mar 2011, 17:43

I created a basic empty button for Rooms, Traps, etc. See attachment. It's 50x50 and has some "shaded" borders. It can be used for designing the actual button icons. We also need a "Pushed", a "Hover" and a "Disabled" state.

What about its colors, its borders?

Color-independent Ideas for the not-normal states:
Hover: make the normal button lighter, "glowing"?
Pushed: make the normal button darker, or only darker on one side?
Disabled: gray shaded normal button

For the tabs I suggest, not using "nested" tabs (tabs in tabs). Removing one row gives a lot more space to design the menu and for the user more overview.

buttonbase.png
basic button idea
buttonbase.png (378 Bytes) Viewed 11747 times
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Re: GUI content

Postby charlie » 02 Mar 2011, 17:48

I really liked the notification stack that was in DK1 where new notifications 'dropped' down the side of the LHS panel and you could deal with them in order. It would be a nice touch to replicate that feature.
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Re: GUI content

Postby StefanP.MUC » 02 Mar 2011, 18:58

Yeah, some kind of notification system is needed to. But I think this has to be created in the source code, because these buttons would have to be created at runtime.

About the tabs:
In my latest gui version I dropped all the sub-tabs (like "basic" and "advanced" as childs of Rooms). This gives A LOT mor overview, space and looks more polished. The effect of different groups can easily be achieved if we do all the basic rooms in row one and all advanced rooms in row two, for example.
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Re: GUI content

Postby svenskmand » 02 Mar 2011, 19:14

charlie {l Wrote}:I really liked the notification stack that was in DK1 where new notifications 'dropped' down the side of the LHS panel and you could deal with them in order. It would be a nice touch to replicate that feature.

I also think that was very nice, we should keep that.

I would like to volunteer for making icons. But before we can make them we need to know what they are for. We currently have not settled on any spells or traps. We can make creature icons as we have creatures, and also some of the room icons.

I liked the stencil-like icons from DK2, any opinions about that?
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Re: GUI content

Postby StefanP.MUC » 02 Mar 2011, 19:29

Yeah, the DK2 Buttons are good. But the for example the Glest buttons also. I think we shouldn't worry too much about the "details in detail" (;)) currently. With a basic concept and a basic button (what we already have) it's not much work to adjust colors and borders later on.

I created some experimental hover, push and disabled buttons, here they are.
Attachments
buttonbasepushed.png
buttonbasepushed.png (363 Bytes) Viewed 11722 times
buttonbasehovered.png
buttonbasehovered.png (723 Bytes) Viewed 11722 times
buttonbasedisabled.png
buttonbasedisabled.png (343 Bytes) Viewed 11722 times
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Re: GUI content

Postby svenskmand » 02 Mar 2011, 22:15

Here is another button, I just added the OD logo to show how the symbols could look.
Attachments
IconBorder3.png
IconBorder3.png (23.48 KiB) Viewed 11707 times
IconBorder2.png
IconBorder2.png (4.02 KiB) Viewed 11709 times
IconBorder.png
IconBorder.png (11.21 KiB) Viewed 11709 times
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Re: GUI content

Postby StefanP.MUC » 03 Mar 2011, 07:36

Nice. This doesn't looks bad. :)
Well, it's the same to me, which buttons we take for a start. We should first redo the buttons that already work (the four rooms + host) so that the new GUI can be added to the official source as soon as possible.
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Re: GUI content

Postby StefanP.MUC » 03 Mar 2011, 10:34

Testing your buttons on my latest GUI design, I came to the decission that yours are fitting pretty good. Can you create some basic, empty buttons with the following effects?
Normal, Pushed, Hovered, Disable
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Re: GUI content

Postby svenskmand » 03 Mar 2011, 13:13

Yes I will do that when I get home tonight :)
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Re: GUI content

Postby StefanP.MUC » 03 Mar 2011, 13:20

Cool :)

By the way, do you think 50x50 is good? They shouldn't be smaller, but could be a bit larger if we wanted. But they shouldn't exceed 70x70 (that's really big).
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Re: GUI content

Postby Skorpio » 03 Mar 2011, 13:36

I'd prefer to use the old parchment texture for the buttons, I mean something like this:
Button.png
Button.png (64.22 KiB) Viewed 11658 times


Here's a test image with some spell icons:
Buttontest.png
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Re: GUI content

Postby StefanP.MUC » 03 Mar 2011, 13:41

Where is this from? Or did you just draw them?
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Re: GUI content

Postby Skorpio » 03 Mar 2011, 13:42

Those are some icons I made awhile ago.
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Re: GUI content

Postby svenskmand » 03 Mar 2011, 15:48

I vote for non-parchment, I think the GUI should be made of metal, and look mechanical. Also what type of icons do we go for? 1) Stencil look, 2) cartoonish color icons, 3) something else?
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Re: GUI content

Postby Bodsda » 03 Mar 2011, 16:04

I really like the mockups that Skorpio has put up.

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Re: GUI content

Postby svenskmand » 03 Mar 2011, 16:06

I meant for the icons, not the borders.
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Re: GUI content

Postby Bodsda » 03 Mar 2011, 16:10

The icons should be self explanatory, I hate games that give you a million and one different icons with weird names that mean absolutely nothing. With the three above, I can easily guess what the first two do, and I would say the third is probably a gas attack.

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Re: GUI content

Postby svenskmand » 03 Mar 2011, 16:11

Bodsda {l Wrote}:The icons should be self explanatory, I hate games that give you a million and one different icons with weird names that mean absolutely nothing. With the three above, I can easily guess what the first two do, and I would say the third is probably a gas attack.

Bodsda

Yes they should of course be self-explanatory, but the above lack consistency, they should have a uniform style to them.

Actually the DK2 icons did exactly that, they where self-explanatory and very consistent in their look.
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Re: GUI content

Postby StefanP.MUC » 03 Mar 2011, 17:00

I'm really unsure on this one. Skorpios basic style looks great, but I'm not sure if it fits the games "deep, dark and dangerous" style. Maybe we shoudl use them as a basis and change their color scheme to some sort of "silverish".
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Re: GUI content

Postby oln » 03 Mar 2011, 17:26

I agree. I don't think skorpios button background feels right for the game. Maybe a colour chage would be enough though.
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Re: GUI content

Postby charlie » 03 Mar 2011, 19:13

svenskmand {l Wrote}:I vote for non-parchment, I think the GUI should be made of metal, and look mechanical. Also what type of icons do we go for? 1) Stencil look, 2) cartoonish color icons, 3) something else?

That sounds like steam punk. This is dungeon-based. Dungeons... stone... GUI should be brown, dingy, stone-like.
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Re: GUI content

Postby TheAncientGoat » 03 Mar 2011, 19:39

Personally, I like these: http://opengameart.org/content/moderna- ... -interface and http://opengameart.org/content/gui-for-some-rpg-game

There's a lot of elements we can use on OGA otherwise, a good place to look is here http://opengameart.org/browse-menu/images/37/10
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Re: GUI content

Postby StefanP.MUC » 03 Mar 2011, 20:24

These look fine, but are for another project. Even if we took them for now, we will reach a point when we had to draw additional buttons that OGA don't provide. And I don't believe we'd hit exactly the same style. We should either find a set that holds all our needs or do it from scratch. Seeing svenskmands and Skorpios examples, I trust that that we will have very good buttons that all will have the same style.
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