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Mockups for a Settings Menu Layout #751
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Interesting piece of software. Thanks for sharing. |
Wow very cool, great work. Personally I really like the tabbed layouts. |
Nice. Some remarks:
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I've received some feedback from people I showed the mockup to:
@ChipmunkV Can you specify what settings need to be grouped and why the "Apply" and "Cancel" buttons could be obsolete? I can integrate all recommended changes in a 2nd iteration of the mockup :)
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@heinezen, highlight units behind structures, colors and notifications can be grouped. They are not related to fitting the game to display/videocard. "Apply" may be useful for the heavy settings like fullscreen or resolution. For other settings it can be immediate. If there is no "Apply" - then there is no "Cancel". Can make a close button at the top like for a window. Currently, "Apply (should be called "Save&Close")/Cancel" applies/closes all tabs, but "Restore to Default" restores current tab. There is such a settings menu in Eclipse. When you press "Cancel" and there are unapplied changes on other tab - it brings up a dialog "What do you want to do with changes on other tab"? |
@ChipmunkV OK, I'll try to group them in the right column so that they are seperated from the other settings. Additionally, the category should probably be renamed to "Display", since Notifications are not that related to "graphical" options. I see your point for the "Apply/Cancel" buttons. For the "heavy settings" we can display a popup that says something like "Are you sure you want to change the resolution to XxY?" and have "Apply/Cancel" buttons there. Instead of closing the menu like a window with an "X" in the top right corner, I would favor a "Back" or "OK" button in the lower right corner though. |
Button is good. It's bigger. |
Tabbed (left) definitely looks the best imo. And I personally think the Apply button is better than instantly changing the setting. It could be grayed out until a change is actually made. Oh and what about the main menu? I think the original main menu looks really dull. Openage could improve on this. Maybe get custom art or something really modern? Maybe a few gameplay videos with a low transparency and contrast to play in the background on a loop? (I think that would look beautiful) |
@Yanikore Replacing the main menu is a different story. The problem is that AoE 2 relies heavily on skeoumorphism. And by that I mean literally everything is skeoumorphic: main menu, the campaign selection screen, mission briefings, all options menus and even the ingame interface. Ditching it in favor of something modern would require a complete redesign of everything. The guys from OpenRA for example can get away with a gameplay loop in the background and new menus because the menu interface of CnC is the most boring (list selection) design one can come up with. OpenTTD has gameplay in the main menu screen because the original TTD also had it. We should be careful about making these decision and always remember that beauty =! design ^^ |
@heinezen I don't fully grasp the concept of being skeoumorphic but is it necessary for openage? I think with the GUI openage could definitely improve a lot compared to the original game. Not only in design but also in usage and other aspects. And yeah the gameplay loop is just something I came to really like for RTS games. Some links to make you all like it as well: OpenRA / OpenTTD :P Will it be possible to mod stuff like this? |
@Yanikore Well first of all design and usage are connected to each other, so changing a design will also change the usage of an interface. Skeoumorphism is not necessary but it certainly works in AoE 2. The main reason for using it is that the player feels involved in the game world. Just look at how you start a campaign mission in AoE: First you enter a campaign selection menu but it doesnt look like one. Instead, it is designed like a table with drawn maps on it and little figures that represent the campaign you want to play. A mission introduction is always put on a pergament role in an environment that fits the theme of the campaign. Once you are ingame, you can see that the lower half of the interface is actually a representation of some kind of battle planner, that a medieval commander would have. Notice the pergament role in the middle where unit stats and unit selection are displayed. I think the minimap is also supposed to look like a compass. Other games have something like this too. The mission briefings in SC 1 always begin with a video conference in a representation of a conference room. It is supposed to make you (the player) feel integrated into the story rather than being some guy who happens to play mission after mission. CnC is different in that regard because it delivers its story through videos between missions and has a simpler interface. All I want to say is: This was put in the game with a good reason. And if we change it, we should have a good reason for that too. The main menu is just a piece of a larger puzzle. That doesn't mean, there will be no re-design but we would have to conceptualize a little bit before we create a new one. What do you not like about the old GUI and what would you improve (besides gameplay loops 😄 )?
The ingame interface will probably be moddable at some point. I also see no reason why the main menu shouldn't support different skins and alternative versions. |
And if we change it, we should have a good reason for that too.
The modern multiplayer scene is a good reason, i.e. Voobly client launches
straight into the game with no in-game menu at all, since the in-game menu
isn't designed at all to be conducive to modern play.
I think a moddable interface is a good idea, since for single-player the
skeumorphism is a great feature but for multiplayer it holds back power
users.
…On Fri, Feb 24, 2017 at 5:52 PM, Christoph Heine ***@***.***> wrote:
@Yanikore <https://github.com/Yanikore> Well first of all design and
usage are connected to each other, so changing a design will also change
the usage of an interface.
Skeoumorphism is not necessary but it certainly works in AoE 2. The main
reason for using it is that the player feels involved in the game world.
Just look at how you start a campaign mission in AoE: First you enter a
campaign selection menu but it doesnt look like one. Instead, it is
designed like a table with drawn maps on it and little figures that
represent the campaign you want to play. A mission introduction is always
put on a pergament role in an environment that fits the theme of the
campaign. Once you are ingame, you can see that the lower half of the
interface is actually a representation of some kind of battle planner, that
a medieval commander would have. Notice the pergament role in the middle
where unit stats and unit selection are displayed. I think the minimap is
also supposed to look like a compass.
Other games have something like this too. The mission briefings in SC 1
always begin with a video conference in a representation of a conference
room. It is supposed to make you (the player) feel integrated into the
story rather than being some guy who happens to play mission after mission.
CnC is different in that regard because it delivers its story through
videos between missions and has a simpler interface.
All I want to say is: This was put in the game with a good reason. And if
we change it, we should have a good reason for that too. The main menu is
just a piece of a larger puzzle. That doesn't mean, there will be no
re-design but we would have to conceptualize a little bit before we create
a new one. What do you not like about the old GUI and what would you
improve (besides gameplay loops 😄 )?
Will it be possible to mod stuff like this?
The ingame interface will probably be moddable at some point. I also see
no reason why the main menu shouldn't support different skins and
alternative versions.
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@coffenbacher The multiplayer in AoE2 was always a little bit more straight forward than singleplayer with its menus. A launcher that let's the player get straight to multiplayer is a great idea though 👍 I'll keep that in mind for the multiplayer mockups. |
A new iteration is here (same link as in the 1st post). |
Continuation of #732 .
I have created a variety of layouts to test how an options menu could look like in the final game. So far there are
6 different layouts(EDIT: The 3 tabbed layouts remain for the second iterationWe are down to 2 layouts in our third iteration) to choose from which need to be evaluated.https://heinezen.github.io/openage/settings_menu
The following steps will be:
If you want to test the layout, please do not use the sidebar on the left for navigation. This is generated by Axure for debugging purposes. It should always be possible to navigate to the "Home" Page by interacting with the UI.The sidebar should not appear anymore. If it still does, ping me in the IRC.Do you want to change everything and make an even better mockup yourself? Here is the file (generated with Axure RP 8).
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