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The new GUI

by Aardappel_ on 09/20/2006 21:51, 134 messages, last message: 11/20/2006 16:00, 92615 views, last view: 05/19/2024 15:40

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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#21: Re: early version working!

by Aardappel_ on 09/22/2006 23:56, refers to #20

what exactly of "early version" did you not understand? and the edit mode has already been fixed.

Explaining whats so uncomfortable would be more helpful... but I am guessing its just another case of I'm not used to it-itus.

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#22: Re: early version working!

by Aardappel_ on 09/22/2006 23:58, refers to #18

map shots on hover-over would be really cool and quite easy to do. Infact, a lot of "dynamic content" is now much easier.

A mini rotating version of the actual map would be hilarious... not impossible, but I think its not going to happen anyway :)

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#23: Re: early version working!

by Passa on 09/23/2006 01:11, refers to #22

I actually thought of little mini rotating maps as well, but not realtime.. I thought of the map being exported to .obj, scaled down, converted to .md3 and retextured.

Alot of work for little gain!

Anywho, nice looking menu, when I get the time I'll update my CVS copy and take a closer look :-)

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#24: Re: early version working!

by shadow,516 on 09/23/2006 02:32, refers to #21

I get the concept of "early version" I was just bringing it to your attention. Jeez

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#25: Re: early version working!

by Quin on 09/23/2006 02:52, refers to #22

"map shots on hover-over would be really cool and quite easy to do. Infact, a lot of "dynamic content" is now much easier.

A mini rotating version of the actual map would be hilarious... not impossible, but I think its not going to happen anyway :)"

Yeah, but a mapname.jpg along with your map wouldn't hurt much, you'd also have the added bonus of being able to show it whilst the map is loading (on the progress screen).

Nice work on the 3D menu, great someone else was thinking non-modal. I can't wait to see it get done up.

When you say other GUI elements, does that mean we're gonna get sliders/(combo|radio|check)boxes/etc too? *Imagines scripting capabilities*

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#26: interesting aard.

by internnn on 09/23/2006 02:55

I saw those pics you posted aard. Could you tell me the code you used to make the border and background of the menu not be there?

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#27: menu resize

by >driAn<. on 09/23/2006 03:27

the menu resizes every time i select a menu item and a new menu pops up. i think once i walk near the menu to get a bigger fonts it should stay that way.

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#28: ..

by marcpullen on 09/23/2006 04:27

Aard - that looks killer! Keep on keepin' on with it. :)

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#29: Re: early version working!

by Aardappel_ on 09/23/2006 05:02, refers to #25

yup, a mapname.jpg most certainly will be in.

Yes we'll get other gui elements. I am thinking sliders first and foremost (for all those numerical cfg values), but checkboxes, combo boxes, string input etc would be next.

yup eventually the menu will stay at its initial location.. this is just a first version.

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#30: menu work

by chris hanpton on 09/23/2006 05:36

I too have been doing tests with the menu. Not so much placement but more of a 'interactive' type of menu interface. I've resized the menu and made a slightly bigger column size for a better feel. I'm also implamenting a mouse select, but the scroll is still accessable. I like the way your thinking Aardappel, but there should be a seperate window apon startup to set the game perimeters etc. I'm having difficulties with menu design and am unclear on some of the menu background settings. Is the background settings in menus.cpp or in another c++ or header file? I'm trying to get a new menu design to run through sauer. Just testing though..

1+1=? holy man, tuff stuff..

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#31: ..

by Max of S2D [Fr] on 09/23/2006 17:28

Why not give in background of the menus, a little screenshot of the map you're ready to select ? :p

And, wait... that menu... that simply a surface which appear when pressing echap ? Not bad idea.

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#32: ..

by Drakas on 09/23/2006 18:43

great ideas :)

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#33: Been playing with it some more...

by shadow,516 on 09/23/2006 21:51

Incredibly unwieldy in edit mode...

Im not liking it :(

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#34: Keyboard

by c0rdawg on 09/24/2006 02:04

The one good thing about a menu system that uses they keyboard is it can be very fast, especially right now when entering multiple entities without copying and pasting them. If I'm not mistaken sauerbraten remembers your last choice and already has the menu item selected when you open up the menu, this makes it very fast to just keep using the same option.
As for the new menu, it sounds like an awesome idea, but I would suggest some way to use the keyboard also, perhaps hotkeys. I would say the easiest way would be to have them use the number keys, but I'm not sure if you want them free for if someone attacks you while in the menu. I personally wouldn't mind the number keys being tied up when in the menu because if something like a person attacking me happened while I was in the menu and I wanted to change my weapon, I would just close the menu.

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#35: ..

by Max of S2D [Fr] on 09/24/2006 08:08

Why not do a simple menu in edit mode and that new menu in the others mode ? (FFA, insta...)

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#36: ..

by m3ep on 09/24/2006 13:59

Imo best way would be to include both (old
and new menu). Then the user can choose what he wants (via cmd option? -oldm ?).

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#37: Re: ..

by Passa on 09/24/2006 14:22, refers to #36

Yes I'd like a choice, for example, I find it easier to navigate the menu in Sauer on my lappy with the arrow keys, cos 1. is laggy and easier to use arrow keys and 2. i dont need to use a mouse.

Whereas on my PC its fine to use the new menu.

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#38: ..

by YG2F on 09/24/2006 17:25

i've just compiled and tested your new GUI :-)

it's cool and work fine :-)




On the same line, it would also be interresting and usefull to be able to talk (type text) and to shoot both at the same time too :-)

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#39: Re: ..

by Drakas on 09/24/2006 23:31, refers to #38

Now lets go onto talking online :)

Maybe use some open format for that?
Would be a great thing :)

..for team games...

A good feature is to be able to send text messages to only your team.

I tested the menu today, doesn't feel better than the old static menu. Though its good when you're in game and dont want to be killed =] maybe choice of both would be the best choice.

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#40: Re: ..

by Quin on 09/25/2006 07:36, refers to #37

"Yes I'd like a choice, for example, I find it easier to navigate the menu in Sauer on my lappy with the arrow keys, cos 1. is laggy and easier to use arrow keys and 2. i dont need to use a mouse.

Whereas on my PC its fine to use the new menu."

After a few days of using it, I must concur. The current mouse selection system isn't cutting it, especially on laptops (yes a laptop).

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