Author Topic: New UI Concept  (Read 15676 times)

Quitarias

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Re: New UI Concept
« Reply #60 on: May 14, 2007, 05:33:22 pm »
I agree with Zan it is a very player friendly UI and making it a default will make some newcomers less lost in it.
Also it looks sleek as hell.And ill be damned if that isnt what i want to see when i turn on the inventory.
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Otcho

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Re: New UI Concept
« Reply #61 on: July 27, 2007, 11:26:31 pm »
Is there any update on this gui?  :woot:

ebuney

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Re: New UI Concept
« Reply #62 on: August 12, 2007, 09:53:08 pm »
Woow, really, good work.Is it hosted?Where ?I want to  download it.
Cool...Go on

Karyuu

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Re: New UI Concept
« Reply #63 on: August 12, 2007, 09:57:05 pm »
This is only a concept, not an actual UI yet. It's just a photoshop image :)
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Otcho

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Re: New UI Concept
« Reply #64 on: August 13, 2007, 04:25:08 am »
well..its been a long time from the last update on this image. I was wondering if anybody has even tried to make it yet.

ArcaneFalcon

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Re: New UI Concept
« Reply #65 on: August 18, 2007, 05:25:43 pm »
I'm not sure if you were just using them as placeholders for now, but all those icons with the green backgrounds need to go. Make them more the look and feel of your shiny ones. Also, keep in mind that some of the things you're talking about will take some creative xmling. That's not a bad thing, but reblooting PS every time just to find out you're off 1px is annoying. :)

Looks great, can't wait to see it in game.

Nukm

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Re: New UI Concept
« Reply #66 on: August 30, 2007, 03:03:44 am »
hope this gets actualy implemented as i gui, would definitely use it, so keep up the good work
i especially like the font thats suits the gui perfectly

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Re: New UI Concept
« Reply #67 on: September 09, 2007, 06:00:11 am »
I hope y'all are still working on this. The concept looks really nice, and the other skins are getting a bit boring.

Ver

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Re: New UI Concept
« Reply #68 on: September 09, 2007, 07:56:39 am »
Incredible work. \\o//

This should be the UI they use for the 0.4 release.

Kilroo

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Re: New UI Concept
« Reply #69 on: September 19, 2007, 11:49:26 pm »
I would like to chime in as yet another person who would use this in a heartbeat.

Or less.

Currently I'm using Stone, because it distracts me the least. And seems to crash less often, although that may just be my imagination.

I hesitate to blame crashing of anything on something other than the fact that for some reason I don't seem to be able to get my video drivers installed correctly.

Xolani

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Re: New UI Concept
« Reply #70 on: November 29, 2007, 04:30:28 am »
I like the inventory when the items are small because you can fit many items in the window but on the downside you can't appreciate the look of each item. To remedy this would it be possible for the invenory item to enlarge a bit temporarily if you scroll over it or click on it. It may be best for the enlargement not to be too drastic so the sorrounding items arn not blocked out. Love the UI it will look great ingame!

Cynwrig

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Re: New UI Concept
« Reply #71 on: December 09, 2007, 03:21:39 am »
Well it has been a while since I have updated, but I plan to continue working on the concept.

I have streamlined the interface a bit, and I redid the window borders.
@Xoiani: The small icons help reduce clutter, but it could be possible to have a larger view icon displayed upon examining the item.



EDIT: Boosted color to make it look less dull. (Makes it look a lot better in-game.)
« Last Edit: December 10, 2007, 07:38:10 am by Cynwrig »
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Kayden

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Re: New UI Concept
« Reply #72 on: December 09, 2007, 10:43:23 am »
Cynwrig!  I'm really glad to see you continuing this. Your thread here has been a big inspiration to me—Arianna and I have always wanted to improve the GUI, and this has really encouraged me to work on it.  So many great ideas, mockups, and good discussion.

I started implementing your group and target windows, and hope to work on a lot more UI after this upcoming release.  I would really like to see many of these ideas implemented, and I think we can make it happen.

So now for some comments!

Inventory Window
If you don't know, the inventory subsystem rewrite back in 0.3.019 was one of my first huge projects, so I'm pretty painfully aware both of issues surrounding it and also how hard it is to implement.  We simplified it a lot by disallowing nested containers, and this is even better.

I really like bulk inventory becoming your "backpack"—presumably everyone has such a container, and it cannot be dropped or sold.  The tabs for containers are wonderful.  For clarification, in the new design, other containers like Sack 1/2 don't appear in slots in your backpack—only as tabs?  Presumably you could drop containers by dragging the tab outside the window, just like items.

One problem I foresee is moving items from one container to another—you can only see one tab at a time.  While there are several approaches one could take, the one I like best is to add a "shelf," a concept I think I'm borrowing from the NeXTSTEP UI:


(it probably wouldn't have to be that big, but we can play with the layout)

The idea is that the shelf is "temporary storage"—if you want to move an item from one container to another, you drag it to the shelf, switch tabs, and drag it back.
You could put as many items as you want in the shelf—so if you want to move everything around, you could just stick a bunch of things there, and then move them back out.

Naturally, to avoid infinite storage, you wouldn't be able to move/fight/cast spells/craft while you had something on the shelf—just like overweight now.  You'd have to put the offending items in real slots, first.

Inventory is incredibly difficult to code, and one of the hardest places is handling failure.  Before I added the "overweight" system, we had to handle failure when we didn't have the weight capacity to carry an item.  Imagine trying to handle this halfway through an exchange, or when getting a quest item, or...who knows.  You really don't want to hit that case and risk losing your quest item or completely botching the exchange.  My clever trick was to make weight never fail us—we allow the operation anyway, but set the player "overweight" and let them sort it out themselves.  Humans always do this better than a program.

The part I love about the shelf, aside from being a natural solution to the container-switching problem, is that it solves the "out of slots" problem too!  Get a quest item, but didn't realize you were out of places to put it?  No problem!  Into the shelf it goes—and once secure in your possession, you can find something unimportant to drop.  This has the potential to clean up not only the UI, but one of our ugly problems in the server code.
Kayden - WTB Developer / Engine Team
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Cynwrig

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Re: New UI Concept
« Reply #73 on: December 10, 2007, 07:35:58 am »
I'm glad to hear the GUI is being updated, and that this thread has been a source of inspiration. It's good to know it is actually helping the game in some way.

Well as for switching between tabs while "holding" an item could be achieved by allowing the user to switch into a tab with a mouse over, instead of actually having to click it. Though the shelf idea is very interesting.

I have started testing out actually implementing this GUI in-game and must say the results have been very satisfying so far. The last time I tried implementing my reskin (Seen Here) I found that even when restricting the GUI from resizing to fit the resolution (an idea pointed out to me by Cherppow) I found that the graphics were distorted when rendered ingame and ended up looking terrible.
This time I found out a new trick (Pointed out here).
Quote
3D hardware (but also software) can render textures more efficiently if the dimensions are powers of two(abbr. "PO2") (e.g. 256x256, 512x128...), going so far that hardware and graphics APIs (e.g. OpenGL) require textures to have PO2 dimensions. So does CrystalSpace for all textures, 2D and 3D. While you can feed non-PO2 textures into CS, they will be resized internally to a PO2 size (e.g. 640x480 will become 512x512). The resizing isn't very good, though: the texture will end up looking rather ugly when rendered.
So I created my texture at dimensions that are a power of two, and then turned of scaling, and resizing due to resolution and here is the result:

Not a single smudged pixel.
« Last Edit: December 11, 2007, 08:39:17 pm by Cynwrig »
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ThomPhoenix

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Re: New UI Concept
« Reply #74 on: December 10, 2007, 09:09:46 pm »
I knew that Arianna had passed her GUI-fever onto you, Nilaya, but not that you were actually working on something! Yay!

Cynwrig: Very interesting what you have there, that's a very beautiful buddy window! I'm not sure if you can or are willing to share it at this stage of development, but some people would be anxious to get their hands on it :D
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