UI Ideas

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Bazarov

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Jun 3, 2010, 4:23:25 PM6/3/10
to Evil Cult
While the UI certainly works, it seems like you might be missing some
opportunities to follow with the good parts of your design. The nodes
are fun.
If I am trying to take over a node, it gives me feedback on the node
there- but then I have to roll over to the left side to exchange
resources and then back.
If I don't have what it takes to control a node, why not, instead of
an error, put some sort of block up that shows me what resources I
have, what resources I am missing, and allow me to transfer the 2-1
and Virgin resources there 'at the node', if you will. Perhaps only do
this if it is *possible* to take over the node if I switch resources.
Let the popup ALSO be my command spot. Or let my right-click give me
the 'menu' of options there, so I don't have to keep going over to the
left.
At least let me right click to 'end turn', or click on empty space to
prompt me to end turn.
Also, perhaps all the 'nearby' nodes that I have enough resources to
conquer should 'highlight' in some way.


The same way, if I click on an adept node of my own, it should use the
adept power to lower awareness. This way, I am more connected to my
power structure.
If I have what it takes to start the ritual, I should be able to click
on a Priest node and start the ritual. I should be able to click on a
Neophyte and raise him to Adept- which would help allowing me to pick
which people should be level 2 and 3 for defensive purposes rather
than letting the game pick for me.

Just some ideas to make the game quicker and slicker. For all I know,
you have some master plan for a complete graphic facelift.

Max Kowarski

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Jun 4, 2010, 2:36:08 AM6/4/10
to evil...@googlegroups.com
Context menu on mouse right-click definitely sounds like a good idea,
I'll add that to issue tracker. All of your ideas for menu items seem
to be useful. I will probably start implementing this when I start
coding the next version. And no, I don't have any plans on UI overhaul
:)
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