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Re: UI

Posted: Wed Aug 06, 2014 11:11 am
by Talvieno
That's an excellent point! A larger ship wouldn't necessarily need to know which failed, just that one failed.

Perhaps listing them all would be a good way of doing it... but it would really be nice if it was a bit more intuitive which one failed. For example, listing all the weapons for a fighter in a little box doesn't really tell you which weapon is failing. If it was done on a 3d holographic mockup or something, then it would be a little clearer. Either way, a row of lights at the bottom isn't very helpful in determining what's having trouble.

Re: UI

Posted: Wed Aug 06, 2014 11:12 am
by Cornflakes_91
for few items it could display names or additional information inside the box, now they are big enough for this

Re: UI

Posted: Wed Aug 06, 2014 11:18 am
by Cornflakes_91
just recognised that i slightly missed the point ._.

im thinking about the HUD with my above suggestion, not the full hardpoint view.


i say hardpoints should be displayed on the ships holo view at the correct positions or at least some marker going from the hardpoint logo to the actual position
this markings should be colored akin to some filter (per default maybe damage status or something selectable by a dropbox or something)

to the side of that should be a hidable list view which is sorted by type of equipment, (weapons, engines etc) and in this sublist by the actual manufacture of the system (all mk3 plasma cannons in one bunch)

the dot graph could be in a corner of the screen, highlighting the system you click on on the graph, making finding damaged systems fast and easy

an image says more than a thousand words, so have 3003 words in form of pictures here
Spoiler:      SHOW
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Re: UI

Posted: Wed Aug 06, 2014 11:20 am
by Talvieno
That's perfect.

well, in my opinion. :P

Re: UI

Posted: Wed Aug 06, 2014 11:40 am
by Hyperion
Talvieno wrote:That's perfect.

well, in my opinion. :P
Seconded

Re: UI

Posted: Wed Aug 06, 2014 12:02 pm
by Flatfingers
Funnily enough, that schematic view for providing ship system status information is very close to the design I implemented in the first game I worked on... in 1984. :)

Never too late!

Re: UI

Posted: Wed Aug 06, 2014 12:05 pm
by Cornflakes_91
well, mine was a 3 minute mockup...

Re: UI

Posted: Wed Aug 06, 2014 1:18 pm
by Talvieno
So imagine what Mr. Parnell could do with it in an hour. ;)

Re: UI

Posted: Wed Aug 06, 2014 1:37 pm
by JoshParnell
Hardpoints can and will be displayed on that overlay in their correct positions :) I just didn't get enough time to hammer out that new hardpoint interface yet!

Re: UI

Posted: Wed Aug 06, 2014 1:38 pm
by Talvieno
*is a very happy camper* :squirrel:

Re: UI

Posted: Wed Aug 06, 2014 1:38 pm
by Cornflakes_91
Talvieno wrote:*is a very happy camper* :squirrel:
Image