From mboxrd@z Thu Jan 1 00:00:00 1970 Return-Path: Received: (qmail 13599 invoked by alias); 19 Nov 2003 18:37:50 -0000 Mailing-List: contact xconq7-help@sources.redhat.com; run by ezmlm Precedence: bulk List-Subscribe: List-Archive: List-Post: List-Help: , Sender: xconq7-owner@sources.redhat.com Received: (qmail 13592 invoked from network); 19 Nov 2003 18:37:49 -0000 Received: from unknown (HELO smtp10.hy.skanova.net) (195.67.199.143) by sources.redhat.com with SMTP; 19 Nov 2003 18:37:49 -0000 Received: from [212.181.162.155] (h155n1fls24o1048.bredband.comhem.se [212.181.162.155]) by smtp10.hy.skanova.net (8.12.10/8.12.10) with ESMTP id hAJIbbAW005249; Wed, 19 Nov 2003 19:37:37 +0100 (CET) X-Sender: u22611592@m1.226.comhem.se Message-Id: In-Reply-To: <20031119175739.55341.qmail@web13103.mail.yahoo.com> Mime-Version: 1.0 Content-Type: text/plain; charset="us-ascii" Date: Wed, 19 Nov 2003 19:01:00 -0000 To: Elijah Meeks From: Hans Ronne Subject: RE: UI proposal Cc: xconq7@sources.redhat.com X-SW-Source: 2003/txt/msg00798.txt.bz2 >I think this is a great idea, specifically the >occupant and build windows and especially the option >to show only what can be built by the current unit. >This would clean up my games, for sure. If you check out the Mac interface, you will find that several of the ideas discussed already are implemented there. 1. A unit list can be brought up in a separate window, which contains much more information (plans, tasks, build status, materials etc) than the tcltk unit list. 2. By right-clicking on any unit you bring up a small floating window with all the information you find in the unit info pane in the tcltk interface. Plus images of occs or transports. Clicking on these bring up new floating windows with information on those units. And so on. There is also direct access to the relevant help node through a help button in each floating window. 3. When a unit needs a new build task a small floating window pops up with a menu that shows only what can be built by that unit. Picking an item closes the window and sets the build task. The key thing here is that stuff like this pops up only when you need it (or ask for it). The Mac interface is similar to the SDL interface (and differs from the tcltk interface) in that emphasis is put on a whole-screen heads-up display. The map covers the entire screen. Lincoln's proposal included a lot of useful stuff, but there was not much space left for the map. And the map is the most important part of a game like this. Hans