From: Eric McDonald <mcdonald@phy.cmich.edu>
To: Hans Ronne <hronne@comhem.se>
Cc: xconq7@sources.redhat.com, Stan Shebs <shebs@apple.com>
Subject: Re: Weird fuel behavior
Date: Sat, 24 Jul 2004 20:50:00 -0000 [thread overview]
Message-ID: <40FDC7D9.4050902@phy.cmich.edu> (raw)
In-Reply-To: <l03130303bd23621e4602@[212.181.162.155]>
Hans Ronne wrote:
>>The driving concept should be: which info is so useful that it
>>should always be displayed, and which info is only occasionally
>>useful (but useful nonetheless) so that it should be kept in an
>>on-demand display?
> The only thing I want on the screen is the map, a small
> floating world map, and a small floating window with the Notices.
My desire is pretty much the same.
> That being said, I do like to bring up stuff like the List or Help window
> now and then. But when I do, I focus exclusively on those windows and don't
> use the map. This is why I think you can actually do without multiple
> windows.
Right. I am not suggesting that we have multiple windows operating at
the same time. I think the key here is "modal operation".
> So here is how I think the SDL interface should work eventually. You have
> one big map that covers most of the screen (like now).
Yes.
> Anything that you
> need *together* with the map should be at the bottom, like it is now.
Yes.
>This
> would include the world map and the Notices feedback.
Yes.
>I don't think you
> need on-screen access to the unit info pane
I would suggest that hovering the cursor over an unit for a certain
number of milliseconds should bring up something like a Windows tooltip
that would display vital stats. Or, alternatively, one could right
click, and perhaps get a "hex menu" (as suggested by van Every in his
apparently inebriated state) surrounding the unit (possibly with a hole
punched through the center so that the unit would be a cameo inside the
menu), __where one of the options would be to bring up an unit info popup.
> or construction buttons, which
> are there now.
I agree that the construction buttons are probably not needed. They are
a waste of mouse movement. However, a newbie (who likely hasn't RTFM, as
he/she ought to have) must have an obvious way to initiate construction.
One idea that has been brewing in my head for about half a year now
would be to allow game designers to designate which unit types would
have construction auto popups. Meaning, whenever an unit is idle and can
construct something, then a construction dialog would automatically
popup. We would, of course, want to provide a "do not show this window
again" checkbox for Xconq veterans.
> Anything else should be brought up by switching not to another window, but
> to another screen. If you want to consult the Help node, you don't need the
> map at the same time, so let it go and bring up a help sceeen that contains
> nothing but help.
In the case of help I would say that this is probably fine.
Things like construction, I am less sure about. One may still wish to
view the world map (with a little blinking box indicating the
constructors present location on the big scheme) to get a better feel
for what types of units to create/build.
> The difference between switching to another window and to another screen
> may seem like a technicality, but I do think it is important for the game
> experience. As Stan just pointed out, it's all about suspension of
> disbelief. As long as you don't leave the game and its full-screen window,
> you are immersed into the game and can forget about the rest of the world.
> Once you start to navigate between windows you are back at your computer
> desktop, and the spell is broken.
If a window with the same theme as the game "root window"/screen pops up
in the center, I don't think this would be "disenchanting".
> What is very important if this strategy is to work is that it is easy and
> fast to switch between screens. A single keystroke should do the job. And
> the switch should happen instantly.
I agree. Windows should popup just as fast, and be out of the way of
anything that one might wish to reference while using the window.
> where not only research but also unit build tasks
> are managed through popups,
These are both good examples of where popup windows would come in handy.
>and I think it is easier to use than the tcltk
> interface. It is multiple full-size windows that I think should be avoided.
I am not suggesting mutiple, full-size windows operating simulataneously.
Using a GUI toolkit does provide certain advantages however. To list two
major ones:
(1) Pre-built GUI components.
(2) Layout management.
Eric
next prev parent reply other threads:[~2004-07-21 1:33 UTC|newest]
Thread overview: 33+ messages / expand[flat|nested] mbox.gz Atom feed top
2004-07-17 9:50 Robert Goulding
2004-07-17 9:57 ` Hans Ronne
2004-07-17 14:16 ` Robert Goulding
2004-07-17 20:06 ` Hans Ronne
2004-07-17 20:31 ` Robert Goulding
2004-07-17 21:13 ` Hans Ronne
2004-07-17 21:31 ` Robert Goulding
2004-07-18 13:07 ` Hans Ronne
2004-07-18 20:20 ` Robert Goulding
2004-07-18 22:14 ` Hans Ronne
2004-07-18 22:16 ` Eric McDonald
2004-07-19 2:50 ` Hans Ronne
2004-07-20 8:05 ` Jim Kingdon
2004-07-20 13:38 ` Hans Ronne
2004-07-20 19:19 ` Jim Kingdon
2004-07-20 19:50 ` Hans Ronne
2004-07-20 21:36 ` Eric McDonald
2004-07-20 22:07 ` Hans Ronne
2004-07-20 23:12 ` Eric McDonald
2004-07-21 0:32 ` Stan Shebs
2004-07-21 0:47 ` Eric McDonald
2004-07-21 1:11 ` Hans Ronne
2004-07-21 1:33 ` Eric McDonald
2004-07-24 23:19 ` Action-Notices list Elijah Meeks
2004-07-26 1:31 ` Eric McDonald
2004-07-21 0:55 ` Weird fuel behavior Hans Ronne
2004-07-24 20:50 ` Eric McDonald [this message]
2004-07-20 15:17 ` Eric McDonald
2004-07-20 15:40 ` Jim Kingdon
2004-07-19 3:07 ` Robert Goulding
2004-07-17 12:47 Hans Ronne
2004-07-19 8:07 Robert Goulding
2004-07-19 18:14 ` Hans Ronne
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