From: Erik V. <eri...@hc...> - 2005-08-04 22:28:29
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> >I would make the map dynamically configurable, > >as we are already doing in ComponentManager and GameManager. > > >So there would be an XML definition somewhere, like > ><HexMap class="EWHexMap"> > >and then instantiate the map in HexTest (or whereever) > >with a statement like > >HexMap map = Class.forName(mapClassName).newInstance(); > >where mapClassName would be either "EWHexMap" or "NSHexMap". > > >This would mean that all code now in BattleMap should move to HexMap. > > > I think that's probably going to be the way to go. > > How is your free-time looking? Do you have a chance to work > on some of this? I'm waiting for a rainy weekend.... In fact, I was planning to start with finishing the work that I left in June. There is some cleaning-up to do, and some features are now hardcoded that shouldn't be. But adding a configurable map window to the stuff we already have should not be too difficult. BTW Do you mind if I remove those of your old UI classes that are no longer used in my new UI? > >> I'm thinking that replicating the tile laying mechanism that > >> SimTex's 1830 PC Game used is probably the easiest way to go. > >> While it would be nice to do drag-n-drop tile laying, I think > >> clicking on the tile to click through possible upgrades is > >> going to be easiest and require the least amount of screen > >> real-estate. > > >We could have the right button pop up a menu of valid tiles, > >then left/right clicking could turn the tile (counter)clockwise. > > > My main concern with this kind of interface is that, from a > usability perspective, the things to do are not always obvious. > We can mitigate some of that obviousness with documentation > and pop-up messages. However, I've encountered a few > different Java games over the last few months that have > similar usability problems; due to the way their UI is > constructed, the operation of some critical features are less > than clear to a new user. Usability is, of course, an issue. I have tried to clarify usage by colour-coding clickable fields, and by adding tooltips. But no doubt more should be done. Help screens and/or on-screen info could be added. Buttons and menus can also be helpful. > One example of this kind of horrid UI is the Blood Bowl > client used over at fumbbl.com. In order to access certain > features like conceding the game, or enabling/disabling the > sound, you have to right-click in this blue border that > surrounds the game board. However, there are no visual clues > given that this is possible or necessary. Also, it is rather > awkward to only allow right-clicking this particular border, > and not simply anywhere in the window. > > If possible, I'd like to avoid such problems altogether. For such things I would add a menu bar, or a row of buttons. > However, the downside to Simtex's design is that there's no > way of knowing how many tiles are left in the stacks. Yes, there is: under Info / Remaining tracks. > I know there's a few different ways we can solve the problem. > I think we may just have to try a few different things until > we find one that works best. Yes, nothing is final yet. Erik. |