Star Sonata
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C2 GUI Development Notes
http://www.starsonata.com/forum/viewtopic.php?f=9&t=36311
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Author:  Tarik [ Mon Jan 25, 2010 8:15 am ]
Post subject:  Re: C2 GUI Development Notes

I think that the user should be able to customise GUI settings per alt.

Each alt may be a different class and therefore have different priorities. I am not sure setting a specific algorythm for squad member prioritisation in general is the best option.

Users should, rather like mapping keys, be able to select an alt and set up their own target priority hierarchy. eg a bunch of tick bokes that they move up or down a list and then save... such as:

1. Team member has <25% shields
2. Squad member has <25% shields
3. Squad member has <25% energy
4. Squad member has uber agro

Whilst we're at it, squad leaders should be able to assign primary targets which appear red in some form of "enemy target list" of boxes. This would assist greatly in group ovo / pvai engagements other than relying on non-game communicatory mediums such as Vent. Therefore, is there any worth in having a "secondary" smaller target box that automatically becomes primary target once the current primary is destroyed, docked, warped, stealthed etc? Therefore a Squad commander can select a squad primary and secondary target in advance... (users can of course deviate from these pre-selected targets and select whomever they like as a target manually...

When all's said and done, there is a certain benefit to the more simplified "Eve Online" UI in the squad and target acquisition hierarchys...

Finally, I think the galaxy map should be auto-hidden unless invoked or have a minimise option to maximise screen space.

Author:  brindlebull [ Mon Jan 25, 2010 10:43 am ]
Post subject:  Re: C2 GUI Development Notes

I didn't read the other suggestions, but I didn't see a scroll bar on the chat thing, GUI looks awsome.
Not convinced with the whole 3D thing yet though.


-IPhone

Author:  Monty_Crabapple [ Mon Jan 25, 2010 4:43 pm ]
Post subject:  Re: C2 GUI Development Notes

If you want to keep the SS1 feel, you can always move the camera to a top down position and zoom out a bit (assuming that's possible) :lol:

Author:  pip8786 [ Mon Jan 25, 2010 5:01 pm ]
Post subject:  Re: C2 GUI Development Notes

Monty_Crabapple wrote:
If you want to keep the SS1 feel, you can always move the camera to a top down position and zoom out a bit (assuming that's possible) :lol:


It's possible.

Author:  Lightfighter [ Wed Jan 27, 2010 2:47 pm ]
Post subject:  Re: C2 GUI Development Notes

How flexible would the camera-moving possibilities be?like a 180 degrees and around?(half sphere)

Author:  Raszagal [ Thu Jan 28, 2010 5:23 am ]
Post subject:  Re: C2 GUI Development Notes

If this camera is sins of a solar empire style I'm probably going to quit <_<

Author:  Tarik [ Thu Jan 28, 2010 6:14 am ]
Post subject:  Re: C2 GUI Development Notes

Raszagal wrote:
If this camera is sins of a solar empire style I'm probably going to quit <_<



Very constructive feedback. Nob

Author:  Danger [ Thu Jan 28, 2010 11:50 pm ]
Post subject:  Re: C2 GUI Development Notes

Tarik wrote:
Raszagal wrote:
If this camera is sins of a solar empire style I'm probably going to quit <_<



Very constructive feedback. Nob

It was... Hes telling them not to make the camera like that dummy.

Author:  villiroth [ Fri Jan 29, 2010 9:15 am ]
Post subject:  Re: C2 GUI Development Notes

All you have to do is watch the videos that are posted...somewhere...

Author:  BlindSide [ Sat Jan 30, 2010 8:33 pm ]
Post subject:  Re: C2 GUI Development Notes

Lightfighter wrote:
How flexible would the camera-moving possibilities be?like a 180 degrees and around?(half sphere)


At the moment we only plan for the camera to tilt up/down and not rotate left to right. The only reason for this is because we want a scrolling background and it would look weird for the camera to rotate when it's like that.

Author:  Markoz [ Sun Jan 31, 2010 8:21 am ]
Post subject:  Re: C2 GUI Development Notes

BlindSide wrote:
Lightfighter wrote:
How flexible would the camera-moving possibilities be?like a 180 degrees and around?(half sphere)


At the moment we only plan for the camera to tilt up/down and not rotate left to right. The only reason for this is because we want a scrolling background and it would look weird for the camera to rotate when it's like that.


I hope 1st person view will be a option. Be fun, lol. :twisted: :twisted:

Author:  Nabaco [ Sun Jan 31, 2010 10:46 am ]
Post subject:  Re: C2 GUI Development Notes

C2 + first person + SD = flatulance and stomach rejection

Author:  floflo02 [ Mon Feb 22, 2010 8:05 pm ]
Post subject:  Re: C2 GUI Development Notes

any more news on clinet 2 (dev response asked not nooby playerbase)

Author:  Arrowflame [ Mon Feb 22, 2010 8:27 pm ]
Post subject:  Re: C2 GUI Development Notes

BlindSide wrote:
Lightfighter wrote:
How flexible would the camera-moving possibilities be?like a 180 degrees and around?(half sphere)


At the moment we only plan for the camera to tilt up/down and not rotate left to right. The only reason for this is because we want a scrolling background and it would look weird for the camera to rotate when it's like that.



Why not multiple transparent fixed layers with differing distances from the ship's spirit? The scrolling would be taken care of by perspective and it would permit the user to change his/her view like lightfighter is suggesting without it looking freakish. (Maybe... I could be imagining imposible things :))

Author:  Demiser of D [ Mon Feb 22, 2010 8:49 pm ]
Post subject:  Re: C2 GUI Development Notes

It would be VERY nice to be able to turn the camera to look off into the distance.

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