[GD-Design] Game UI's
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From: <ham...@tm...> - 2002-06-26 00:59:51
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> > Whilst toying with a simple RPG I've been working on in my spare time, I've > run into a bit of a stumper when it comes to GUI design. > > Originally I started out with the grand notion that the GUI would simply be > a bunch of overlapping windows on top of a 3D desktop (i.e. the entire > background was the local "situation" -- first person, top down, isometric, > whatever, point being that it's not constrained to a smaller window). This > seemed to make intuitive sense. > > Until, of course, it was implemented. The control scheme is unbearable. > > Most games I've seen fall under one of three GUI camps: > > 1. effectively no GUI, the entire scene is 3D and interface elements tend > to be non-interactive. Most first person shooters are like this. > > 2. hard coded GUI, where there's a display window and then a bunch of > dressing that does things like show character stats, order units around, > exit the game, bring up menus, etc. Most RPGs and some flight sims are > like this. > > 3. MDI style multiple-window system with tiling and overlapping windows, > where the 3D view is "just another window" > Please note that 3 can have an extra advantage, depending on precisely how much the implementation fits within the mores of whichever OS(es) it runs on: thanks especially to nVidia, an awful lot of "normal" games-playing people now have two or more monitors on their PC - it's no longer the preserve of professional graphic artists etc - and number 3 allows them to actually take advantage of that extra monitor, without the GUI designer having the headache of designing specifically for multi-monitor. Straw poll indicates that many people running mulit-mointor have different size monitors and/or different max resolutions (usually they run their current monitor and whichever mointor they had before that, which was sitting on a shelf gathering dust until they bought a GeForce xxx MX/etc). In these cases, allowing the user to resize the available sub-windows to fit their own personal uniquely weird shaped desktop is fantastic. [confession: I tend to get really pi**ed off when a game with loads of dialogues refuses to play nice with multi monitor - I've got the hardware, I got it working under windows/X11/whatever, and its extremely frustrating not to be bale to use it]. Adam M |