RE: [GD-Design] (GUI) Playfield aspect ratio
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From: Erin D. <ed...@re...> - 2003-04-07 04:19:36
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I don't know the real reasons behind Blizzard's choice, but I suspect = it's because scanning horizontally is easier for the brain than scanning = vertically (reading left-right and all that). Interestingly, Command and Conquer had a sidebar HUD for many years, but = recently switched to a horizontal bar with their latest game (C&C = Generals). edaly -----Original Message----- From: Brian Hook [mailto:ho...@py...] Sent: Sunday, April 06, 2003 9:09 PM To: gam...@li... Subject: RE: [GD-Design] (GUI) Playfield aspect ratio >I think the reason most RTS's clump all the HUD elements together is >for speed and accessibility. =20 Fair enough, but given the choice of a vertical bar that gives you a=20 square playfield, or a horizontal bar that gives you a widescreen=20 playfield, why choose the widescreen? The screen already starts out=20 in a widescreen aspect, and then it gets exacerbated by having HUD=20 elements laid out horizontally. That's what I'm trying to figure out. Brian ------------------------------------------------------- This SF.net email is sponsored by: ValueWeb:=20 Dedicated Hosting for just $79/mo with 500 GB of bandwidth!=20 No other company gives more support or power for your dedicated server http://click.atdmt.com/AFF/go/sdnxxaff00300020aff/direct/01/ _______________________________________________ Gamedevlists-design mailing list Gam...@li... https://lists.sourceforge.net/lists/listinfo/gamedevlists-design Archives: http://sourceforge.net/mailarchive/forum.php?forum_idU6 |