Topic: [GUI] Priority and max fill indicators
fraang Topic Opener |
Posted at: 2012-03-13, 23:29
I have noticed recently that the idicators for the priority and max fill are - I guess - placeholders. So here is my attempt to improve them. Priority: Max fill: Old: New: Comments are welcome. Top Quote |
Nasenbaer |
Posted at: 2012-03-14, 08:17
Hey fraang, the new ones look indeed a lot better. Very nice graphics :). However I find it very counter intuitive to have a red bar as max priority - for me red is like a red traffic light like "stop", so it should be as before, that the red means "low priority" and green means "high priority". Other than that, I vote for inclusion. Cheers Peter Top Quote |
SirVer |
Posted at: 2012-03-14, 11:25
I personally like the old priority indicators better. I find them easier to distinguish and also prettier - mainly because they do not waste space but use the whole canvas. I'd like to see them reworked. There does not seem to be an international sign that signifies priority. The things I could think off were
Those are just ideas of course :). I love the max fill indicator you made! But as always, the call is on chuck with every graphics wise Edited: 2012-03-14, 11:34
Top Quote |
fraang Topic Opener |
Posted at: 2012-03-14, 12:22
Thanks for your feedback! It is much appreciated. The priority indicators are just "prototypes" or ideas. I think the idea with the up arrow/dot/down arrow seams pretty cool. And of course I will swap the coloring which is much more logic. As of the max fill indicator I will crop the image to save space but I have to take look if it is scaled to fit the "image box". Top Quote |
PkK |
Posted at: 2012-03-14, 14:31
As for the max fill indicators: I'd prefer if we could make the design and mechanism the same for both soldiers and wares. After all, a soldier isn't really that different from a stone. Philipp Top Quote |
wl-zocker |
Posted at: 2012-03-14, 15:11
I don't agree. I think some icons are bad recognisable when a black box is in the background. What do you mean by "mechanism"? In a military building, there are buttons to change the number of soldiers, and in a civil building, you have buttons with arrows, that change the numbers of wares, too. By the way, I'd prefer if there was a second possibility to set the max fill indicator: clicking or dragging the max fill indicator to the space (between the icons) where one wants to have it. This would make it easier to get the wares out when a building is upgraded or dismantled. Currently, the window of a civil building is moved by "drag and drop", but when you click on a soldier, he is sent out (and the window doesn't move). I think the behaviour should always be the same (eg: clicking=send soldier out/set max fill indicator; drag=move window). "Only few people know how much one has to know in order to know how little one knows." - Werner Heisenberg Top Quote |
QCS |
Posted at: 2012-03-14, 16:59
First, I like the Queue Fill icon. But I have to say I don't really like the priority buttons.
Though I have to say, I somehow like the idea of "arrow up/dot/arrow down"; I'd like to see how that could look... Edited: 2012-03-14, 16:59
CMake is evil. Top Quote |
PkK |
Posted at: 2012-03-14, 18:59
I agree. Setting the limits needs to many clicks, and it should be possible to adjust this more easily. But why not set the limit for soldiers in the same way (i.e. clicking in between two soldier slots sets the limit). Philipp Top Quote |
chuckw |
Posted at: 2012-03-14, 22:51
Here is my 2 cents. First, I particularly like the style and color fraang has chosen for the Queue-fill indicator. The current indicator is difficult for me see. Fraang's use of the brighter shade of orange and higher specularity in combination with the "raised" look really improves its visibility and still does not over-power the rest of the window. +1 for fraang's version I like SirVer's concept of the up-arrow/dot/down-arrow buttons, also. QCS makes a very valid point about visibilty AND click-ability on smaller screens. And Nasenbaer's preferred order of the colors is very logical, especially as long-time players are used to seeing them in that order. I very much would like to see what you come up with for these buttons, fraang. I see little people. Top Quote |
wl-zocker |
Posted at: 2012-03-15, 11:05
It would be a nice idea, but I don't often change the number of soldiers (I rather dismantle the building). I don't know how other players handle that. Another problem is that soldiers are, in contrast to the wares, individual: They can have different training levels. So I send often out untrained soldiers and hope that they are replaced by trained ones. How will the player decide if he clicks on a soldier (to send him out) or on the small space between two of them to set a new limit. Currently, there is very little space. So all in all, I personally don't think that such a feature is needed. Sorry for being a bit off-topic; now about the graphics:
"Only few people know how much one has to know in order to know how little one knows." - Werner Heisenberg Top Quote |