Caster UI design
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@maudlin27 Unfortunately, sim doesn't provide specific information yet, only the fact that unit of a specific tech is built.
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local categoriesToCollect = { land = categories.LAND, air = categories.AIR, naval = categories.NAVAL, cdr = categories.COMMAND, sacu = categories.SUBCOMMANDER, engineer = categories.ENGINEER, tech1 = categories.TECH1, tech2 = categories.TECH2, tech3 = categories.TECH3, experimental = categories.EXPERIMENTAL, structures = categories.STRUCTURE, transportation = categories.TRANSPORTATION } ... for categoryName, category in categoriesToCollect do ArmyScore[index].units[categoryName] = { kills = 0, built = 0, lost = 0 } end
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@genos said in Caster UI design:
@Blodir what do factory icons stand for?
@maudlin27 said in Caster UI design:
Are they showing each player's highest tech level of each factory type? If so I'd suggest adding a number over the icon indicating the tech level to make it easier to tell at a glance.
Yes, the idea is to show the tech levels and the progress toward the next tech level. Probably should add a number yeah.
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Just need to be careful so that player in game can't somehow get access to caster data.
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@brannou said in Caster UI design:
Just need to be careful so that player in game can't somehow get access to caster data.
I will be careful
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I would suggest doing this UI in separate layout so casters can switch back.
It is probably easier to make it in new layout rather than trying to modify current layouts on fly
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@blodir it would require sim patch to make it send data on UI side about progress, rn it isn't possible, but I had Idea of making separate scoreboard for ladder games when had been creating my own.
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@genos sim mod)
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@Eternal :residentsleeper:
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I think it would look better with data being at the bottom (left vs right) than one on top of each other. I take this is a draft and not a functional UI mod yet?