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Evolution UI

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PickleWarrior
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Evolution UI

Postby PickleWarrior » Tue Apr 24, 2012 9:59 am UTC

Hey
We had small chat about it on IRC and... main idea is to re'make evolution system/armoury system
Concept is to use icons (similar to one i made for game with tyrant face) instead of plain text- evo system and improved UI which doesn't exist atm ^^
Discuss etc.
I don't have technical knowledge how much we can change etc. so word from programmers would be useful as well

btw. I can do icons/redraw old ones etc.

btw2. I started redrawing old emoticons, will finish them when I'll sober up
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KenuR
Tyrant
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Re: Evolution UI

Postby KenuR » Tue Apr 24, 2012 1:21 pm UTC

icons instead of text?
maybe it would be better to have a (rotating?) 3D model of the gun/class in the description window?
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E-Mxp
Graphic Designer
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Re: Evolution UI

Postby E-Mxp » Tue Apr 24, 2012 4:49 pm UTC

What you might find interesting is the pie chart idea that has been floating around for some time now.
I personally think this is the way to go, but I don't know how easy/hard it is to implement such a thing into the engine.
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ViruS
Granger
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Re: Evolution UI

Postby ViruS » Tue Apr 24, 2012 11:32 pm UTC

It just happens the one who created that thread is banned...
I was thinking, when selecting those, it could be a lot faster [convenient actually] to select with mouse movement rather than moving than clicking, similar to how L4D's online 'pre-recorded voice commands/messages' are selected. It gets selected as soon as you let go of the chat button, in this case, its buying so the 'q' by default. It is also good because it allows faster selection, especially convenient just after you spawned with a goon tearing your base apart, and you only have 100 credits just to saw the goon. It is also helpful for the fact you're not paralysed if you accidentally click 'q' mid battle.
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Ishq
Project Head
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Re: Evolution UI

Postby Ishq » Wed Apr 25, 2012 3:56 am UTC

The one who created that thread is part of Unvanquished, and therefore banned from TremZ forums. The post was made before the split.
PickleWarrior
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Re: Evolution UI

Postby PickleWarrior » Wed Apr 25, 2012 5:25 am UTC

High adrenaline while playing ^^ pressing randomly Q is weird, never did that ^^ maybe just change the button then? I'm not sure about game engine possibilities but if images can't go there, we can always use silhouette made from UI colour (like holographic thingie), then we'd use small symbols or something
Kreative
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Re: Evolution UI

Postby Kreative » Thu Apr 26, 2012 10:32 am UTC

I love Paradox's armoury menu mockup back on the TremZ forums. The way it would work seemed very modern, simple and fast.

I expanded upon it and created this quick and rough mockup.

Items you buy would show up on your character in the middle, and there would be two other menu's for armour and equipment. In the smaller circles like previously suggested the models of the item would rotate. Everything else would work basically how Paradox explained in his original mockup.

I also think that new huds should be more dynamic, they need more animations and all that pretty stuff, maybe some hud bobbing could be implemented in the future?
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E-Mxp
Graphic Designer
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Re: Evolution UI

Postby E-Mxp » Thu Apr 26, 2012 3:24 pm UTC

I have been promised health bars in the next alpha, so more animated things in the hud will be available :3.
I'm all for head bobbing (if it's just a small amount), but I'm not so sure about HUD bobbing (or if it's even possible with the engine).
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Akele
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Re: Evolution UI

Postby Akele » Tue May 01, 2012 8:58 pm UTC

I like the concept, so I decided to create a mock-up design for the alien evolution GUI.

http://i.imgur.com/WLKeq.jpg

Concept: Bars of glow (from Granger to Basilisk) indicate stage of evolution you currently are in, to neglect the selection of devolving. Evolution which cannot but obtained yet due to stage requirement or lack of evolution points have black and white portrait and model. Center display of selected alien has same effect as portrait, and displays message of "requires stage 3" or "not enough evolution points"; also the model will be an actual dynamic model, either rotating slowly, or in idle animation (bobbing up and down etc.), or even both. Everything besides tyrant, goon, and dretch are place holders; the advanced goon portrait is a concept, indicating advanced evolution (+), but I'd like to replace it with an actual advanced goon portrait, preferably with a different more "epic" pose, the + sign may stay even with changes to indicate advanced version. I think that's about it.

Comments and criticism would be great.
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Anomalous
Programmer
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Re: Evolution UI

Postby Anomalous » Tue May 01, 2012 10:01 pm UTC

Nice. Interesting design but a lot of players will rarely see it. We have equipment binds and evolve binds… that said, for the players who don't (yet) have these, some improvements over what we have should be made anyway.
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