Tell us if you hate RTS interfacesNot me, gimme the relevant info in a lobby screen - ie who I'm playing with, etc.
Map Seedwhile most people can guess on what the randomize button does, maybe renaming it to Randomize Seed would be a better option (if it fits there with weird resolutions).
TooltipsI think you can let the visualization of the rendered star map speak for map types. Once people click, it's going to be obvious. Getting them to click, now that can be a problem. A tooltip on highlighting "Map Type" saying "Select between Galaxy Star Distribution Styles" or something might help there.
Should the map screen the first thing people see?I'd rather let people pick a name and color for their profile first, I guess. But otherwise, when you hit a new game, I think it should be the map screen, yes.
Sidebar?Bring it back please? You can trim a lot of it off.
Also, you're right that english speakers (most of the world, really) would look at top left, but videogames and real life machines are generally using bottom middle for control interfaces for years. Car speedometers, smartphone menu buttons, WoW action bars, Star Craft unit orders, dark souls item bar et cetera are good examples of that. Basically, top of the screen is for important information, bottom of the screen is for decision making. There's a case for putting it on both bottom and the right, like homeworld build menus and command&conquer RTS series.
Do we need Edge Scrolling? Given how often we move the mouse down near the edgesTrim the edge detection and put a stricter limit on scrolling distance via edge scrolling, perhaps. Or only allow edge scrolling above the menu bar and not below it. Edge scrolling is intuitive in a mouse interface. Especially if it's retained in planet view. Your average player, when represented with a RTS UI will keep their dominant hand on the mouse as it's
the way to control things. Don't take that away.
Also, not introducing weird edge cases like scrolling not working in one menu but working well in others isn't a good idea. Just like sanitizing your databases, you want to sanitize your UI.
Factions Menu and the madness thereinLet the player options out of there!
Condense the color selection into small boxes with colors like in AIW1.
Here, another mock-up:
I think the semi-transparent backgrounds are very good when it comes to separating the map from the rest.
1) the meat of the options menu, plus other amenities. I think separate windows for options and factions would make sense with the re-addition of #3.
2) player list with clickable names to show their selected homeworld, bonus ship type, and if it still exists, resources in homeworld system, with tooltips explaining what they are preferably.
3) Enemy options can be put here for a quick selection, condensing the bottom bar visually.
4) The ubiquitous chat box, shamelessly stolen from AIW1.
Factions SubmenuWe should see our names or at least an indication that players are the human remnant, I agree. Also, color swatches for color picking instead of words, I guess!
Instead of using scroll bars on top of the map menu, you can use a different screen instead. Frankly, the scroll bars became too much on AIW1.
I have vision on both the submenu and the map!Does that give you any tactical information vis-a-vis enemy factions? Does changing anything in the submenu actually change the map in itself? You said it shouldn't regenerate on color changes, and I agree! However, you also mentioned being lost in submenus, so I guess the answer is simple - make it a pop-up that doesn't obscure everything on the screen.
Here's what I'd do:
Who is the main enemy?AI sentinels is a bit weird compared to two fleets posted just under it.
AI Sentinel Defense Fleet? I dunno, I'm drawing a blank here.
However, just bolding the name itself would give it visual panache that elevates it above the warden and the hunter fleets. Plus, tooltips would help.
Options Why not make it 'other game options' along with another button for the actual options menu? Say, I just hopped on a game with a buddy, but I was playing solo earlier and I want to change sound settings. Or I installed a mod but I don't want to play with it on this particular game. Why not allow players to access system settings in the map menu as well?
Anyway, on to the game options things. You
really want to make it superduper streamlined, tooltipped and grouped and engineered. Might want to sanitize the game options menu that options added with mods are visually distinct from game's default options.
How do you do that without being super overwhelming? Well, partitions. Group things up that make sense. Keep things intuitive. This is something you guys will have to reiterate a bit, and without any examples I can't give enough feedback on that.
Using the chat box to log changesThat'd be great! That's good feedback to the player that their mindless clicking is doing something. And yeah, going back to a good random seed would be nice.
Starter Ship Woes and unique ships dilemmaOh boy. That's, ultimately, a game design choice. From the GUI standpoint though, whatever we end up with, it should be communicated in the map menu.
Welp, that's about it from me. If I missed anything in that 30 minute vid, I blame lack of coffee.