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HUD survey
Little poll.
Which HUD composition do you prefer?
map left, unit info right (3x3 grid), commands / buildings middle (1x16 grid) -- bigger vision of battlefield [ 15 ] ** [88.24%]
map left, unit info middle (1x9 grid), commands / buildings right (3x5 grid) -- lower distance between units abilities [ 2 ] ** [11.76%]
Which design do you prefer?
minimalistic, modern one -- might not fit into game, i am not artist : ) [ 10 ] ** [58.82%]
reuse the old one everywhere [ 7 ] ** [41.18%]
Whats your screen ratio?
16:9 [ 14 ] ** [82.35%]
4:3 [ 3 ] ** [17.65%]
Total Votes: 17
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Grim Tuesday
post 3 Mar 2017, 8:05
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Hello it's me,

just a few words, because I dont have much time right now.


If I was going to make new custom HUD for ROTR, how should it look like.

What is the most important feature it should have?

P.S. You can post here quick scatches...


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XoGamer
post 3 Mar 2017, 8:39
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Oh cool, umm
Idk
I wouldn't mind just a general graphical upgrade to the radar and the logos etc. But other than that idk what other guys are thinking
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Marakar
post 3 Mar 2017, 9:10
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Makes the gameplay clear by having a GUI that doesn't block most of the screen.

Also, your old HUD was really nice though personally I found it difficult to keep up with my xp progress for Genearly Ranks (1-5).


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XAOC-RU-
post 3 Mar 2017, 10:54
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I like your old HUD. The only problem for me is a bit hard to indentificate which unit and at which stage constructing/buidling at the moment in production building because it location is right under unit selection menu. If you will able to relocate unit building/construction animation in different place or make some border between(right side or left side of main unit menu) it will be much easier to see what kind of unit and how many units after in is under construction. Also button of idle workers may _ be a more contrast

P.S.
Also like an experiment you can make several versions with different minimap location so people will able to select which minimap location they prefer (classic left-down or right up or right-down or left-up)

This post has been edited by XAOC-RU-: 3 Mar 2017, 11:01
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rey
post 3 Mar 2017, 12:15
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if i understood correct and Grim Tuesday is author of small interface being shown in some streams, i'd say i like everything about that one and had only one feel of inconvenience - when ordering units in straight line, it's little bit harder to "feel" how many is it already(one has to count), while in original it was easier due to block structure. so if new interface will keep "order in line"-style i'd wish some grid to be there.
apart fro that - clearer bettlefield is a main desire to any new interface, compared to originals..

upd: while i was typing XAOC-RU- posted very similar wish but i'll keep mine too.]

This post has been edited by rey: 3 Mar 2017, 12:17
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Grim Tuesday
post 4 Mar 2017, 19:02
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I have added a poll and I would be thankful for your feedback.

If none of the options is satisfying, reply to this post by comment.

If you tried the old one and didn't like, what was the biggest problem?

This post has been edited by Grim Tuesday: 4 Mar 2017, 19:03


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Grim Tuesday
post 4 Mar 2017, 19:07
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QUOTE (Marakar @ 3 Mar 2017, 9:10) *
I found it difficult to keep up with my xp progress for Genearly Ranks (1-5).


Why was it difficult? Should I make the xp bar larger or smaller?

Also, were you satisfied with observer HUD?


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Grim Tuesday
post 4 Mar 2017, 20:02
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Oh the poll related to design is not completely clear.

The first option would be my own custom design along the lines of this.
The second option "reuse the old design everywhere" means I will reuse the official c&c generals design.

P.S. Is there any "edit button" anywhere ? I am not able to find it...


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rey
post 4 Mar 2017, 20:23
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QUOTE
map left, unit info right (3x3 grid), commands / buildings middle (1x16 grid) -- bigger vision of battlefield
if i understand it right, in right corner there will be info about selected unit and progress of units being build, and center will have production list(what player can order). i hardly imaging a flat line of 16 icons, but maybe it will be better when i see it visually, for the moment question - why not just use 2x8 structure?(that wouldn't cover useful space that much)

it could be cool if interface took looking of original themes, but only if each faction will have own "textures" just like in ROTR now. if it's too much work than better make universal military style.

btw point about not that noticeable buttons(like "dozer not in use") is valid.
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Grim Tuesday
post 4 Mar 2017, 22:10
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QUOTE (rey @ 4 Mar 2017, 20:23) *
if i understand it right, in right corner there will be info about selected unit and progress of units being build, and center will have production list(what player can order). i hardly imaging a flat line of 16 icons, but maybe it will be better when i see it visually, for the moment question - why not just use 2x8 structure?(that wouldn't cover useful space that much)


Yep, you understand it right. I am to bring as much free space to user as possible. If I use 2x8 layout, I will have to leave empty space on sides. But how much do you really care about free space in corner?

* It is questionable whether you will spot some unexpected threat ( like artillery or aircraft ) coming from that corner.
* It is also hard to manipulate units in that area, because you are stuck between HUD and corner.
* You naturally position the epicenter of conflict into the middle of your screen, so it is dumb to occupy that space by HUD.
* Buttons in HUD can be also reached trough hotkeys, so their placement is less valuable than extra space.


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rey
post 4 Mar 2017, 23:39
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when we'll see first variant that would be most obvious.
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Skitt
post 5 Mar 2017, 2:51
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QUOTE (Grim Tuesday @ 4 Mar 2017, 19:02) *
P.S. Is there any "edit button" anywhere ? I am not able to find it...


members can only edit there posts for the first 15 mins after posting it, after that the edit option goes away.


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Knjaz.
post 6 Mar 2017, 19:03
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Wow, didn't hear from you for a while.
Looking towards a new HUD smile.gif
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