Page 1 of 1

Making the Quest UI nicer.

PostPosted: 13 Jan 2011, 08:50
by Fnoed
Hi all,
I am a new developer on the team and I want to make the Quest Mode UI better.
My plan is to make a single, resizable, window that will contain all the Quest Mode interaction; so, instead of having to see two dialogs pop-up when you want to increase your estates level you will see click the "Bazaar" button and the contents of the window will change to this:
banker.png


This change requires a rewrite of all Quest Mode UI, including the main window. I have prepared a mock-up of the new layout:
QuestMain.png

Feel free to comment on this mockup; everything can change at this point.

Also feel free to add any changes you'd make to the Quest UI in general; this is a good place to collect all annoyances and suggestions on the UI. (Resizability, for example is a popular request, I am planning to make the UI resizable down to 800x600, this should cover all netbooks.)

Re: Making the Quest UI nicer.

PostPosted: 13 Jan 2011, 13:50
by friarsol
I would say either "Starting Life" or just "Life" instead of "Max Life" Quest mode doesn't prevent you from gaining life once you start the game. I do like these changes though.

Re: Making the Quest UI nicer.

PostPosted: 13 Jan 2011, 14:13
by Chris H.
It is looking good. :)

As far as making the UI resizable down to 800 x 600. Other parts of forge were written with the idea that the minimum resolution would be 1024 x768.

At 800 x 600 not all of the battlefield or the deck editor/card shop will be visible. I guess that the battlefield and the deck editor/card shop could be edited to handle this situation.

I do not want to discourage you, just give a heads up. :)

Re: Making the Quest UI nicer.

PostPosted: 13 Jan 2011, 14:16
by Sloth
That looks much more organized than before. Good work Fnoed!

Re: Making the Quest UI nicer.

PostPosted: 13 Jan 2011, 15:56
by friarsol
Also, if you plan on redoing all of the Quest UI screens anyway; maybe you can redo the Quest Options screen as well. It would be nice to have data about the quest file that is saved listed before choosing to continue and it's probably the most basic of the screens.

Re: Making the Quest UI nicer.

PostPosted: 13 Jan 2011, 16:35
by Fnoed
Hmm... I posted this to the developer's forum instead of the main forge forum where it will be seen by more people. Can one of the move move it there?

Good point about the max life, friarsol; I'll change it to starting life.

Re: Making the Quest UI nicer.

PostPosted: 13 Jan 2011, 18:32
by Chris H.
Fnoed wrote:Hmm... I posted this to the developer's forum instead of the main forge forum where it will be seen by more people. Can one of the move move it there?

Good point about the max life, friarsol; I'll change it to starting life.
`
No problem, I just moved this topic to the main forge topic. There may be a "shadow" copy over on the dev forum, not sure though. :D

While you are working on the existing quest modes you may want to read through the messages on the Feature Requests Thread topic, there may be an idea or two there that will strike your fancy.

Re: Making the Quest UI nicer.

PostPosted: 13 Jan 2011, 18:50
by Fnoed
That was quick, thanks.

Re: Making the Quest UI nicer.

PostPosted: 13 Jan 2011, 19:03
by Chris H.
Fnoed wrote:That was quick, thanks.
`
You are welcome. :D

Re: Making the Quest UI nicer.

PostPosted: 12 Apr 2011, 10:42
by Chris H.
Just saw a message on Rares blog containing a thank you for the quest improvememts that were made by Fnoed.

Spencer F.‬ said...
Hey, I just wanted to say that I love the improvements that have been made to the Quest Mode! It's much nicer to choose an opponent when you actually know what they run. The whole interface just looks better, too.
April 11, 2011 6:15 PM