I think the gui elements overscale, if that's the word. When I full screen on my 2560x1440 monitor I feel like I'm spending a huge amount of space on gui elements. The ratios make sense when my screen is smaller, but not at full screen on a large screen.
To be clear, are you saying that the elements literally overscale in the sense of taking up a larger % of screen space on larger resolutions? Or simply that maintaining the % as resolution increases is excessive?
The goal I understood from Chris regarding resolutions is that it should be possible to:
- take a screenshot at resolution AxB
- take a screenshot of the same exact situation at resolution CxD, where C=A*2 and D=B*2
- use gimp or whatever to re-scale the second image to AxB
- the first image and the second image are now visually identical
What I think I'm hearing is that this is not necessarily desirable.
Sometimes it is, though, I'm guessing. Is the key factor the dpi of the screen?
Perhaps I just need to add some debug functions for increasing/decreasing the UI scale, so we can experiment. It may be a bit tricky to get looking correct.
I agree with eRe4s3r that the icon colour is imperfect; right now the Bright White on blue buttons doesn't look great. Some sort of different color/gradient/texture might be nice.
I'm happy to change it, I just want to make sure we're doing a reasonable change, in terms of work-required vs benefit.
What's going to happen when I have 4 flagships and my ark and 2 starship constructors on various planets, and I'm trying to keep track of what is building where. I feel like we're going to need some sort of consolidated way to examine all my build Qs to keep track of what's going on (Imagine I'm defending a CPA and need to start turning off some of my build Qs so I can rebuild turrets quickly. I now need to remember where my flagships are, which planets I've left my various constructors on, and it's potentially quite tedious in a panicked moment).
I'd like to extend the sidebar to have an econ tab with an expandable outline of all your metal flows, or at least all your construction metal flows, with each flow and group being toggleable in the outliner itself.
So:
Metal (-120/sec) (-)
> Extractors (4) (+414/second) (+)
> Construction (7) (-534/second) (toggle) (+)
And if you click the Construction + that part becomes :
Construction (23) (toggle) (-)
> Ark Queue (1) (toggle) (+)
> Space Dock Queues (2) (toggle) (+)
> Starship Constructor Queues (1) (toggle) (+)
> Turrets (19) (toggle) (+)
And if you click the Turret + that part becomes:
Turrets (19) (toggle) (-)
> Planet A (9) (toggle) (+)
> Planet B (6) (toggle) (+)
> Planet C (4) (toggle) (+)
And maybe even have the planet's + expand a list of specific turret types. Obviously there's a limit to how many different sub-trees you could have expanded before the vertical space got silly, but I've seen this sort of interface element in other games and (while it can take a while to learn to use properly) it can be a wonderful power-tool. I've just got to figure out how to do very fine-grain multi-part UI mousehandling, in addition the fine-grain UI display I've been working on for the new ship-detail-display (i.e. unit tooltip) for the next version.
When I'm in a higher level menu, do we really need all those blank buttons at the bottom that are generally for control groups? Can we just make them vanish?
We could.
Is there a way we could give additional feedback to the user that some menu buttons (Pursue) are toggles and some open new menus? Maybe make that button look different somehow, or a different kind of button (think the difference between a radio button and a checkbox).
That would be good, yes.
(and the missing scrap button looks weird; there's this random space between "Pursue" and "Build" that looks weird).
Yea, it's a matter of wanting the number for build to be the same for a scrap-able and a non-scrap-able constructor. I could have the buttons "collapse" the hole and keep their numbering as if all the buttons were there, but will that work right? Probably a job for a settings toggle.
Should "Warhead" actually be placed under the "Build" menu? You are building them after all.
You're not actually building them, your Ark starts with a fixed number of each type and clicking the button for a warhead type simply "launches" the warhead out of the ark so you can give it direct orders. So you don't build more; if you want more you have to get them from AI silos.
The "I-IV" looks like "H V".
Renamed to Fleet for next version, since it includes Mark V if you have it anyway.
Also some menus replace their names entirely with a "^" and some change their names to from "NAME" to "^NAME". Some consistency might be nice (it would probably be better to include the name of the item along with the ^). Also the "^NAME" doesn't really stand out. You could perhaps turn ^NAME into "^ NAME ^" (note the space next to the ^), or perhaps also change the text colour, or something.
Yea, the ^ bit is very placeholdery so I don't know what to do with it. Presumably it should be a different button background that has a shape which makes the "up"-ness obvious. Or it could be shaped like a literal tab, with the stuff above it fitting in a panel that looks like it's an extension of that tab (with the other tabs being "under"), though that's more involved.
In the "Game Start Screen" the toggles are labelled "[On/Off] Thing". The other toggle in the game (Pursue) is labelled "Pursue: On/Off". Can we make this more consistent?
Sure, which way do we go? "[Off] Pursue" and "[On] Start with first planet", etc? Would icons be better? If so, what should the icons picture? CheckedBox/EmptyBox-style toggle, etc?
Also, the blue outline around the TextBox for the Seed (in the game select screen) might make another really useful way to call out selection. Some people (Wombat) don't like the orange highlighting currently used for hovering a button (it is kinda competing with the information on the button itself, though it does look nifty), and suggest using that outline instead. At the very least, I feel like that's a useful graphical element that's currently only used once and it might be handy.
I'm not sure how that one works and how baked into unity (or the text-mesh-pro library or whatever it is, which Unity decided at some point to bake in) it is, but I'll bear that in mind.
I'm not sure how many of these ideas will no longer be relevant once some beautifying is done to the GUI, but I give it in the hopes that it is useful.
Sure, no problem. I don't know what will apply and what won't, but I'd much rather hear stuff than not hear stuff