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The new GUI

by Aardappel_ on 09/20/2006 21:51, 134 messages, last message: 11/20/2006 16:00, 92302 views, last view: 05/07/2024 17:05

I just mentioned it in another post, and also on IRC, and it dawned on me it could be beneficial to tell people about it before I implement it.

So in the beginning, there was the current menu system. Super simple and effective, but not very pretty and flexible. Its been on the list for getting a more serious replacement for a LONG time.

The #1 thing that has always bugged me for in-game GUIs is that its "modal". You are either in the game, or you are in the menus, and you are blocked from the game until you explicitly cancel the menu. I prefer UIs where I can do everything all the time, less mental and physical switching all the time, less clumsy.

But how should that work? my initial idea for that you can see at work if you fire up the rpg prototype work (commandline -grpg). Here, the menu is always visible on the side of the screen, and you can scroll through options while you are running through the gameworld. leftmouse always activates, wether its attack (the default) or an actualy menu. Conceptually beautiful and simple.

However, in using it I noticed that it was clumsier than expected. It being on the sides meant dealing with say an NPC means you have to see whats active on the left while pointing at the NPC in the middle, which was uncomfortable. I don't know if anyone else tried using it, I'd love to hear feadback.

So the new plan is actually an older idea I had, but which I thought was unpractical: Do menus fully inside the 3d world. Go close to an NPC, and a bunch of options/icons pop up over his head in 3d. Press ESC, and the main menu launches in front of you, in the 3d world. You can now select menu items simply... with your crosshair! Can't read it? move closer. Large menu that doesn't fit on screen? walk further away! Close the menu? you don't have to, it will automatically dissapear if you are a certain distance from it (though ESC will still work too).

You can have multiple menus open (main menu, NPCs, your inventory, etc etc), and they will overlap depending on which one you are closest to (so switching between menus, should they overlap, is again a question of moving around). ESC goes back or closes the closest one, keep pressing to close all menus manually.

My big initial problem was what happens if an NPC stands in a small indoor environment, and the menu doesn't fit in the 3d space above his head. My solution now is simple: I draw menus on top of the world no matter what, or maybe just for the frontmost menu.

There have been games that have used the crosshair for in-game screens you can click on (Doom 3 is an excellent example), but never before has it been used consistently for everything. I think the modelessness (no switching between crosshair and mousecursor) and the fact that you can control everything with existing controls (movement + shoot) will make it one of the best game UIs ever. But feel free to give your critical comments.

btw this menu overhaul will also mean more different UI elements, i.e. icons in the UI, maybe sliders for numerical values and all that jazz.

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#1: stealing fire button

by guest57 on 09/20/2006 23:01

One of the annoyances i've had with these sort of non-modal menu systems was how to return quickly to shooting things without the menu getting in my face and stealing my fire button - maybe a non issue for rpg?


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#2: ..

by Passa on 09/20/2006 23:24

Sounds intresting, and surely better than the current menu. A Doom 3 engine style interactivity in the menu would be cool. As usual, its good lateral thinking :)

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#3: FPS

by shadow,516 on 09/21/2006 01:20

Is the FPS version of sauer getting the same treatment?

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#4: ..

by makkE on 09/21/2006 02:24

I must say in -grpg it was a bit strange at first, but after the 3rd or 4th encounter with it it was clear.

It sounds like a good idea overall, having it drawn on top of all and centered. And it would look simple yet good too, just having that floating text I mean.

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#5: ..

by Aardappel_ on 09/21/2006 02:32

guest57: you can always press ESC to manually remove the menu instantly... and it doesn't steal your fire button, you can shoot while using the menu, assuming you are not hovering over it

shadow: yes

makkE: it won't be centered. it is positioned in 3d, so if you look away from it it will be off screen. Think of it as a front-facing billboard in 3d... like doom sprites.

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#6: Strange, maybe clumsy

by CrazyTB on 09/21/2006 03:16

I'm not sure if I would like this 3D menu. I think this will be innovating, but will require too much movement+rotation to find each menu item and activate it.

It might be good for RPG, maybe also for some triggers/doors. But I won't like that for Main Menu.

RPG menus will belong to RPG world, so it makes sense it is displayed inside it (in 3D). But the main menu itself does not, it is just an interface for the game settings and other features not related to current map/rpg. So, I guess the main menu should not be 3D.

I think it will be a pain to have the editing menu in 3D, while you are editing a map...

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#7: ..

by CrazyTB on 09/21/2006 03:20

Might be good to display the text of menu item pointed by crosshair in HUD (maybe just below the crasshair). This way, the player will be really sure it will select the correct item.

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#8: ..

by marcpullen on 09/21/2006 04:21

Sounds pretty interesting. I think I'd have to see it and try it out tho.

I'm rather comfortable with the old DOOM and Quake style menu system to be honest. I like disconnecting the interactive immersive game, and the nuts and bolts setup.

The reservations/concerns I would have about this new in game 3D menu system is it might ruin the illusion of being in the game. Like when someone coughs in a good movie, it reminds you that you are really sitting in a theater and not in the movie environment.

Granted most people are used to more fancy UI's tho, like WoW looks more like a fancy 3D IRC client than a game (IMO of course). Maybe I'm too old fashioned or something. :)

At worst, just provide two menu systems, the new one (make it the default), and for those that don't like it as much, the old ESC powered menu system.

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#9: ..

by NIm on 09/21/2006 08:35

This sort of lateral thinking is pure awesomeness. I approve. so... if your pointing at the menu... and you click, it wont shoot?
and if your not pointed at the menu, it will? sound like it blocks your field fo fire a little, but<understatement> much less than any menu I've seen</understatement> I like it, because you can configure something without getting your ass kicked

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#10: ..

by SanHolo on 09/21/2006 10:18

I think this sounds good, especially for RPG!

In the FPS, this could be funny, but maybe a wee bit less practical than a "normal" menu you can click on. I'd have to test-drive this.

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#11: ..

by Max of S2D [Fr] on 09/21/2006 12:50

GUI ? O_o

What does that mean ?

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#12: ..

by makkE on 09/21/2006 13:03

Graphical User Interface

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#13: ..

by Sauceofallevils...... on 09/21/2006 15:00

Wow, this seems really interesting. I think this would look sweet graphically, and would probably function pretty smoothly. But I would need to test try it first though. You have always been an inovative thinker Wouter, good job. I would love to see this, can't wait until the next release!

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#14: ..

by Max of S2D [Fr] on 09/21/2006 20:39

It would be for... Eisenstern ? :)

Your description "menu above the head of NPCs" reminds me the Sims 2 menus. :p

6*9 = doooh

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#15: Re: ..

by Aardappel_ on 09/22/2006 00:16, refers to #9

if menus are up, you will either select a menu item or fire, depending on what you hover over. It is not all that blocking at all since often you can determine where to spawn the menu.

And yes, again, it will be engine-wide, for both the fps and the rpg.

ok, so implementation is a go ahead :)

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#16: ..

by mykilx on 09/22/2006 05:25

I like Eisenstern's current menu. It is a bit funny being up in the left corner. Maybe if it was horizontal, along the bottom.

The new menu idea sounds so much better than what I said above.

Would you be able to "grab" a menu item and perhaps reposition it? You could essentially create your own custom interface.

Anyway, looking forward to seeing it :)

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#17: early version working!

by Aardappel_ on 09/22/2006 22:24

http://sauerbraten.org/screenshot_174324.jpg

that looks like a regular 2d menu right? Shall I play multiplayer? or load a map maybe...

http://sauerbraten.org/screenshot_229353.jpg

Nah! I think I'll go shoot some ogros while I leave the menu hanging around! I'll pick a map later...

So the system is mostly working for the FPS. Press ESC and a menu is placed in 3d in front of you, and you can walk around while selecting an item with the crosshair will use the menu as before. ESC or or jump (inside the menu) cancel the menu, as before. Shooting or jumping outside the window works as before.

NOTE: in no way is the graphical representation final. I want to make the GUI a lot prettier looking this time. So all you graphic design people out there, start your engines. Think of ways to represent the borders of the menu, how to render buttons / menu items (and other UI elements) graphically. We have the full OpenGL at our disposal, so transparency/blending, particles, even 3d objects, anything is possible.

The system is in dev cvs, for those of you who want to give it a spin.

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#18: Re: early version working!

by RealNitro on 09/22/2006 23:10, refers to #17

How about small screenshots of the maps when browsing the map-list? Some map-names are hard to remember, and having a graphical reminder might help to find the right map.

Maybe the screenshot could become more detailed when approaching it?

Or what about a small cube for each map? The cube would rotate slowly, and each side would have a screenshot on it, all of different parts of the map. The name of the map would be above the cube.

(Just brainstorming here.)

A small 3d minimap/replica of the map would be jaw-dropping. (But impossible I'm afraid?)

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#19: Re: early version working!

by shadow,516 on 09/22/2006 23:40, refers to #17

That's SOOO uncomfortable...
Needs LOTS of tweaking to work well

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#20: Re: early version working!

by shadow,516 on 09/22/2006 23:43, refers to #19

Oh... and the menu doesn't work AT ALL in edit mode :/

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