Wartbed:User interface
From Dark Omen Wiki
(→Unit icons: Added gallery for Total War == Card Hand GUI) |
(→Unit icons: Added gallery for Dark Omen) |
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|width="33%"|[[image:STW GUI.jpg|250px]] | |width="33%"|[[image:STW GUI.jpg|250px]] | ||
|width="33%"|[[image:M2tw gui.jpg|250px]] | |width="33%"|[[image:M2tw gui.jpg|250px]] | ||
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+ | {| style="margin-top:1em;margin-bottom:1em;padding:1em; background:black; color:lightgray; text-align:center;" | ||
+ | |width="50%"|[[image:Do gui.jpg|250px]] | ||
+ | |width="50%"|[[image:Do gui icon overlap.jpg|250px]] | ||
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+ | |valign="top"|'''Dark Omen'''<br>Notice spread of unit icons | ||
+ | |valign="top"|'''Dark Omen'''<br><span style="color:pink;">Icons not at the edges are allowed to overlap</span> | ||
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Revision as of 19:27, 27 April 2009
Stub for detailing what WARTBED's GUI can and do look like.
Contents |
Unit icons
Sources of inspiration for the WARTBED 'unit and regiments identification and usage interface.
The Total War games
Total War titles have a very conventional RTT interface design with all units being presented in a Poker or Domino hand layout: each unit has its card (or brick) and these are lined up at the bottom of the screen. These bricks contain additional information, like unit strength and ammo left. | The Card Hand interface Advantages:
Disadvantages:
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Dark Omen
In Dark Omen the user interface is minimal with units being represented and identified by their regimental banners. The banners have two purposes: on the one hand they're hiding the UI buttons by letting them masquerading as regimental banners, thus increasing immersion. Secondly, they are regimental-specific dashboards acting as container for additional information.
The Dark Omen banners also includes information about
| The Banner interface Advantages:
Disadvantages:
|
Dark Omen Notice spread of unit icons | Dark Omen Icons not at the edges are allowed to overlap |
WARTBED
There are several motivations for using either style of interface. One is for fidelity with the original game when designing a module. Another is that the interfaces may be argued to lend better or worse to different types of games; f.i a banner interface can be argued better for a terrain RTT while a card hand interface is better for a space game. And a third argument is simply personal preferences. The ultimate would be if both these styles were supported and selectable both as a module setting and as a user preference.