Main Menu Proposal

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elio
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Main Menu Proposal

Post by elio » 28 Jun 2008, 10:35

The current Main Menu needs (in my opinion) revision. i propose following layout :)

Tutorial: Truck
Multiplayer-Game: World with Tank
Options: some tools
Credits (?): some people
..?
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P1020645.JPG
Main Menu Proposal

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lav_coyote25
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Re: Main Menu Proposal

Post by lav_coyote25 » 28 Jun 2008, 10:38

looks good - start coding... :)

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DevUrandom
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Re: Main Menu Proposal

Post by DevUrandom » 28 Jun 2008, 10:59

Maybe we promote this to the first testcase for BetaWidget, EvilGuru?
It's one of the more difficult tasks, but if it can handle that one, it is likely it will handle more widgets, too.

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manaze
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Re: Main Menu Proposal

Post by manaze » 28 Jun 2008, 12:22

if u biuld it, they will play.

EvilGuru
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Re: Main Menu Proposal

Post by EvilGuru » 28 Jun 2008, 12:25

Actually, that kind of thing will not be too hard!

We will have an n-gon layout widget, which takes a variable number of equally sized buttons. They are then placed such that the centres of the buttons form the edges of a regular shaped n-gon.

So yeah, totally possible! I would like to convert the main menus over first, then (later) we can tackle the in-game UI.

Regards, Freddie.

Per
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Re: Main Menu Proposal

Post by Per » 28 Jun 2008, 17:07

That is certainly an interesting twist on the traditional main menu dialog.

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Kreuvf
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Re: Main Menu Proposal

Post by Kreuvf » 28 Jun 2008, 20:32

Nice idea, but how would this work with the subsequent menus? The options menus and the load/save campaign "menu" for example.

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lav_coyote25
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Re: Main Menu Proposal

Post by lav_coyote25 » 29 Jun 2008, 04:49

would it be possible for each of the main buttons to host several child buttons? this way would take care of a numerous amount of dialogs.

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kage
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Re: Main Menu Proposal

Post by kage » 29 Jun 2008, 08:45

lav_coyote25 wrote:would it be possible for each of the main buttons to host several child buttons? this way would take care of a numerous amount of dialogs.
yeah, awesome idea -- perhaps each button that is clicked could create several sub-menu buttons that go outward, until something more traditional is needed, such as the key config component.

elio
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Re: Main Menu Proposal

Post by elio » 29 Jun 2008, 10:47

evilguru said transformations (rotation, scaling, moving) and scripts are possible :)

you click on 'single player campaign', the labels smoothly disappear, the whole thing move up-left, the 6 (without close-button) icons rotate until the 'single player campaign'-icon is in the right-bottom corner. then all the other icons smoothly disappear, the selected icon becomes larger and then two labels appear on the right side of the icon: 'load campaign' 'new campaign'
you clik on new campaign and everything fades to black, the first campaign movie starts
xD

ah, an idea for background: we create two cloud images, one white, ond black (see inside gimp-xcf file), the black one is over the bdrop, the white below. the black goes fast, the white goes slow, both in the same direction. - ok, it's not entirely my idea, the game call of duty also has this clouds :rolleyes:
(see image)

ok, these would be two high resource using ideas, i suggest the ability to disable these features since they're not necessary
Attachments
clouds-example.png
clouds png
clouds-example.xcf.gz
clouds gimp-xcf
(1.49 MiB) Downloaded 203 times

Per
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Re: Main Menu Proposal

Post by Per » 05 Jul 2008, 14:01

elio wrote: ah, an idea for background: we create two cloud images, one white, ond black (see inside gimp-xcf file), the black one is over the bdrop, the white below. the black goes fast, the white goes slow, both in the same direction.
This sounds really awesome. :suprised:

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Powzone
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Re: Main Menu Proposal

Post by Powzone » 05 Jul 2008, 16:02

I like the idea and the layout in the first post a lot!
As for the movement I think it would be nice if the submenu buttons move out of the main menu buttons, when pointing with the mouse at them. I always liked the movement of the shades in "Carmagaddon TDR 2000" while moving through the menus, because the 4 shades move one after the other. This movement would fit nice for the buttons in it in my opinion. I hope you know the game... It's hard to make a screenshot of it... :D
Furthermore I think this way it would need less resources instead of blending the buttons even if it's a good idea too. ;)
Manjaro XFCE / Intel Core i7 6700 / 32GB RAM / NVidia GTX1050Ti

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Powzone
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Re: Main Menu Proposal

Post by Powzone » 31 Jul 2008, 01:01

What happened to this whole idea? Something in progress yet?
Manjaro XFCE / Intel Core i7 6700 / 32GB RAM / NVidia GTX1050Ti

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Buginator
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Re: Main Menu Proposal

Post by Buginator » 31 Jul 2008, 08:54

Powzone wrote:What happened to this whole idea? Something in progress yet?
Hmmm... first time I saw this thread. :suprised:

Anyway, my guess would be sometime after 2.1 officially gets released.
Maybe by Xmas '08 (or '09 ;) )

EvilGuru
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Re: Main Menu Proposal

Post by EvilGuru » 12 Aug 2008, 19:42

Attached is a sketch-up that I have been working on in Inkscape. The idea is to show what will happen when one clicks on one of the reticule buttons in the main menu (using the animation API).

The (impressive looking) icons are intended to be used for the in-game reticule, as opposed to the main menu, but you get the point.
Attachments
Main Menu Animation.png

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