Caster UI Mod Functionality Brainstorming
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As i can tell, getting information about army's units requires being observer for this army, so, it wont be that easy to make accurate
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Currently I'm working with SamKenne's Casting mod. I believe it is quite amazing on its current state.
It can inform you on when navy, land or air facs are first made, when a higher tech is achieved on either of these, mass invested into any type of unit (no more having to check ASF, t1 tank or frigate numbers! You get a clear picture of who has more or less mass invested into those units in REAL TIME), it also obviously gives you mass production, reclaim and total mass values! It needs some love on the UI department but functionally it's pretty crazy in my opinion.
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@femboy Why you gotta post a picture of it looking like everything is fucked up (you on a tiny resolution or changed things up)? xd Here is its current state for reference:
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What about team games?
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Lets focus on 1v1 for now.
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I should have specified that this was to create a casting interface for 1v1 replays (live or from the vault) or the observer view. Teamgames will require a different designed and set of specifications so it's not included in this post.
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@archsimkat If you divide the functionality, you will be able to use the developments immediately for team games
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I imagine it shouldn't be that hard to modify this to be usable for team games if it's sufficiently soft-coded...
Perhaps a simple interface could be added for switching what is shown on those 2 displays mid-cast (in the above pic, grimplex is on the left display and Keene is on the right display). For example, there could be a button corresponding to each player in the game as well as a button for each team in the game. Then, when you click on the button for a player or a team and then click on either the left or right side of the display, it could display the relevant info on the clicked side of the display. -
@emperor_penguin said in Caster UI Mod Functionality Brainstorming:
I imagine it shouldn't be that hard to modify this to be usable for team games if it's sufficiently soft-coded...
Which is why creating the 1v1 version is the priority. If anyone wants to make plans, pitch ideas, or solicit suggestions for a team version of the caster UI, that should all happen on a separate thread
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Well as of right now me and @Keene are working on this for 1v1. It is expected to be done in about a week. It is very functional right now, its just needs a few retouches here and there in the UI department. We'll post an image soon once I update the UI more
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vs
Would appreciate opinions on the green icons, currently the fonts are the only thing I'm going to change about them. But feel free to give your feedback
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The first one.
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They're not at the same zoom level, I think?
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@jip Well rather than zoom its size, the bottom ones are 32x32 and the top ones are 48x48.
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Most of the elements from the game. Also, I know this is not what you need, but I was wondering.
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This is the UI (Its off-scale, clipping and messed up because my FAF UI being scaled to 150% throws the mod off, it will probably be fixed to scale adequately with UI)
I would like opinions on what looks better between the land icon's bars and the navy ones. This feature will tell the tier level in land, air and navy. I'm updating the icons and I want to hear opinions on what do you think the new one (T1 LAND) looks compared to the old style (T3 Navy). I still have to adjust the air and naval icons/
this one above has darker borders, is it better?
Also does T3 land's bars look like too much or is it good enough? -
@Eternal I like the stylization you've done! The areas around the side look too intrusive to keep on for the entire duration of the cast, but it looks really nice and might work well for an introduction.
@Javi can you please fix the scaling issues before asking for opinions?
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I just want opinions on the icons, my work is in the UI department not in the coding xdxd.
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They should all be the same size. Not sure why land > air > navy in terms of icon size.
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@keene I like it, but I think it needs a subtle marker showing the halfway point on the bars
Because otherwise it's not immediately obvious which player has more or less than 50%
I would suggest putting markers at the halfway point, and also 5/9 of the way and 4/9 of the way between the two extremes (because those marks correspond to one player having 20% more than the other player). Then it would be easier to see who has more and who has less.
People shouldn't have to read the numbers at the edge of the bars or use their eyes to guess at which bar is bigger. Come colors "pop" more than other colors, so it might be if you're bright pink at 48% to 52%, it looks like your bar is bigger than your opponent's. If there's a subtle mark at the 50% point, that takes away the ambiguity.