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91
AI War II - Interface / Re: GUI Focus Group: Right-Hand Sidebar
« Last post by Dune on February 10, 2018, 03:54:55 PM »
Would that be too much noise or useful info?

I think that could be very useful once people got used to it.
92
AI War II - Interface / Re: GUI Focus Group: "Start New Game" P2: Lobby Interface
« Last post by etheric42 on February 10, 2018, 02:43:27 PM »
Hey everyone, I've got a mockup of an idea of where this could go.  Take a look at the attached png file (I've also included the original openoffice draw odg file in case anyone wanted to play with it).

If people like the direction this is going, I will start mocking up what some of those "advanced" and "more" menus might look like.

Please note that this is rough.  Not everything is perfectly lined up and the exact font sizes haven't been nailed down or anything.  This is just visualizing a way this could go to see if it is worth pursuing more.  The objective is to lay the important items out in a clear order while tucking wiring/unnecessary options behind the drywall/extra clicks.  I sometimes have analysis paralysis and when confronted with games that have too many options from the start, I feel the same way many people do when they start term papers: "I'll just start this some other time", but it is important for us to leave a lot of options open to accommodate different ways people might want to play the game.

Tell me what you think of the mockup!
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AI War II - Interface / Re: GUI Focus Group: Right-Hand Sidebar
« Last post by etheric42 on February 10, 2018, 02:36:37 PM »
Just throwing this out there, but what if it also highlighted all opposing ships it was strong against in green and all opposing ships it was weak against in red (both on the map and in the sidebar) when you hovered over it?  Would that be too much noise or useful info?  (Don't know how feasible it is, but if people like the idea, I can ask.)
94
AI War II - Interface / Re: GUI Focus Group: Main Menu
« Last post by etheric42 on February 10, 2018, 02:34:46 PM »
Interesting note: Borderlands 2 and Sleeping Dogs don't even have logos on their main menu at all!  I never noticed that before.
95
AI War II - Interface / Re: GUI Focus Group: Main Menu
« Last post by powpow on February 10, 2018, 12:24:29 PM »
Sorry I'm horribly late, here are my $0.02:

I couldn't remember the last game I played with a horizontal menu but then I checked a few games and was surprised to find XCOM 2 with one!

XCOM 2 :


If it's good enough for Firaxis then it's good!  :P

I think most games I play use a vertical menu. Here is Sleeping Dogs with a simple left bar that slides down for submenus:


Borderlands 2 another left bar:


Supreme Commander went for a central menu with animation behind. The explosive animations get me in the RTS mood but I think the menu obscures the animations:


Shadowrun HK went for a clever diagonal eye-line from top left to bottom right with a right sidebar:


As long as the menu is symmetrical I don't think I care. I played XCOM 2 really recently and couldn't even remember it had a horizontal menu!

RE: Logos on ship instead of a title
I think putting your logos on a ship is funky and cool but also feels slightly less ..... serious ... (if that's the right word?) then having a big "AI WAR 2" title at the top. I'm not too fussed either way, but the words definitely need to be more prominent and attention grabbing.


TLDR: I will spend less than 0.1% of my time on the main menu screen. Make it functional at least and move on.
96
Off Topic / Re: What is the correct price to gameplay-hour ratio?
« Last post by TheVampire100 on February 10, 2018, 11:59:16 AM »
I got as far as beating up my first wyvern dragon and stopped giving a shit.

I guess there are not many people in this forum, that actually liek Skyrim. That's a shame.
97
AI War II - Interface / Re: GUI Focus Group: Right-Hand Sidebar
« Last post by Dune on February 10, 2018, 10:31:52 AM »
be a great asset to be able to strongly highlight every ship/structure whose icon you're currently hovering on the side-bar. It's already what the game does in the video, but it really should be more visible.

That's an interesting idea.  We will add it to the mix of ideas being worked on.  Thanks!
98
AI War II - Interface / Re: GUI Focus Group: Right-Hand Sidebar
« Last post by Stoh on February 10, 2018, 08:29:15 AM »
One problem I always had in AIW1 is how to figure where stuff is.
Like you have huge blobs at several places on the map, and thing you have to target first, class of ships that you have to counter with other class of ship... and sometimes it's very tedious to know where you have to send which ship.

I'm talking about this kind of situation : https://youtu.be/F4x40z78Ofw?t=13m30s

As the side-bar is focused on having a good summary of the situation, I think it would both fits its role and be a great asset to be able to strongly highlight every ship/structure whose icon you're currently hovering on the side-bar. It's already what the game does in the video, but it really should be more visible. I mean there should be some way to quickly visualize the whole situation because that's the kind of the decisions you need to do all the time (unless you revert to "let's just bring more units because I have no idea how to control them efficiently").

I hope I'm not too much out of topic !
99
Off Topic / Re: What is the correct price to gameplay-hour ratio?
« Last post by Toranth on February 10, 2018, 08:20:11 AM »
Amusingly, I was just thinking about this earlier this morning.  See, I just played Tacoma.

Tacoma retails on Steam of $19.99.  On sale, it's been as low as $9.99.  I got it as part of the last Humble Monthly Bundle, which makes it hard to value, but somewhere between $2-3, weighting for interest.
The game is just 3 hours long with no replay value.

I'm disappointed in the game, even though it was cheap.  It has interesting and innovative mechanics/gameplay and has a decent story, too.  But it was so short and shallow that I suspect any non-free price would have left me unhappy.
In that same bundle was Owlboy - a platformer/Metroidvania style game.  It's not even 10 hours long (without collectibles).  It has a very simple story, and basic, traditional, mechanics.  But I'm happy with it, because although it was short and simple, it was a lot more FUN than Tacoma. 

I suppose I just have to echo some of the rest of you:  $1 per hour is a nice criteria to think about when evaluating games for a potential purchase, but it's very unreliable based on after the fact ratings.  In fact, it's bad enough that I really should stop considering it... but I know I will next time, too.
100
Off Topic / Re: What is the correct price to gameplay-hour ratio?
« Last post by WolfWhiteFire on February 10, 2018, 07:20:00 AM »
Quote from: keith.lamothe on Yesterday at 08:35:19 PM
Quote from: Misery on Yesterday at 04:50:39 PM
The tracks were broken right from the start.  And conveniently right next to a cliff.
If the left and right rail are even in the same dimension, that's an uncommonly good start.

Well I can't argue with that, though with this one it is more like an astro train immediately rammed it off the rails and shot it a few hundred times just to be sure.
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