Re: [TuxKart-devel] GUI
Status: Alpha
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sjbaker
From: Ryan F. <rf...@gm...> - 2004-07-01 10:33:19
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On Wed, 30 Jun 2004 23:13:15 -0500, Steve Baker <sjb...@ai...> wrote: > > Ryan Flegel wrote: > > Just wanted to point out some obvious(?) advantages to SWS approach. > > > > * With the SWS approach we can have previews of what each character > > and each track looks like before choosing. This would be a total mess > > using the MWS approach. > > Why? A scrolling list of tracks or character is easy to do - and common > even in console games. I don't see where it's a mess. it's only a mess if we try to give graphical previews of what each character/track looks like. This is a really nice option to have, especially when choosing multiplayer characters (see below). > > * After a race is complete, usually the only thing that you want to > > change is the track. > > Again, why? MWS makes it easy to change any, all or none of those things > and be back playing again in one more mouse click. SWS utterly sucks > if you want to change more than the obvious one or two things the game > designer THOUGHT you wanted to change. Yes, you *can* change all those things, but there's no point in confronting the player with all those options. > > While this can still easily be done with the MWS > > approach, it confronts the users with a lot of unecessary options. > > I don't see that's a problem. If the options are not something > you want to change, don't change them and they'll be the same they > were last time you played. As Ingo pointed out, not all options belong to all the different playable modes. On top of that, it's still not necessary to confront the users with all of these options. I do realize that these arguments aren't hardcore evidence of the way the menu should be laid out. However, I do believe this(SWS) is the most *intuitive* way to do the menu, and that it simply doesn't make sense to use the MWS approach, especially in the case of character choosing for multiplayer--it becomes a real mess with multiplayer. -- Ryan |