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Graphics Update / Re: OutpostHD Graphics
« Last post by leeor_net on August 14, 2017, 03:35:44 PM »
I actually prefer the super structures -- they provide a sense of utility and offer a way to easily add accents to buildings so that things can be a bit more vibrant.

Quote
Leeor, I think this is what you were asking about? Lights on the "ground" of the sprite so that it shows up on the terrain.

This is exactly what I meant. :) We'll see how it looks in-game both ways before committing one way or the other. Might have to make it a separate layer so we can fiddle with the blend modes when drawing that layer.
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OutpostHD / Re: OutpostHD - An Outpost Redesign
« Last post by havkyp on August 14, 2017, 02:57:30 PM »
Thanks leeor_net, glad the mockups have been useful so far.

Since I had a brief moment, I quickly made this suggested addition to the main view:



You can see some circular indicators on the right side. The green circles indicate the number of facilities that need the player's attention. For example, there's one satellite and two factories that need intervention. The reasons might be they are idle, need repair, or inactive because of missing resources.

The red circle indicates a critical issue, in this case a shortage of a life support resource (the water drop icon is a placeholder). These critical issues would be ones that risk the destruction of the colony, so might be a lack of life support resources, disaster, too-low-morale, something causing mass death, etc.

I was inspired by 4X games in the Endless series which have these notification circles. Once you click on a circle, a small dialogue box appears with a list of the facilities/issues in question and lets you click on the items that take you directly to the relevant UI to resolve them. The circles can be set to not disappear until the player explicitly close them.

I've found this feature to greatly improve quality of life for me in games so I'm suggesting them for OutpostHD!!
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Graphics Update / Re: OutpostHD Graphics
« Last post by havkyp on August 14, 2017, 10:43:37 AM »
Thanks White Claw for even more great graphics!! You are so prolific. :D

I agree with @Vagabond on the first warehouse pic, where the grid/frame is more subtle. And cool lighting effect!! Maybe we need day/night cycles for the game...

And after looking at all the graphics together, I suggest removing or minimising/simplifying most of the grids/frame/webbing on the structures. I think a simpler design will look cleaner and not bland at all. Just my two cents.
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Graphics Update / Re: Re: OutpostHD Graphics
« Last post by Vagabond on August 14, 2017, 10:15:43 AM »
White Claw,

This all looks great. I think adding the reflected light on the tubes adds a lot of dimension.

I prefer the last two CHAPS (not sure what the difference between the last two are?). The thick horizontal blue line on the first two I think is too much.

I prefer the first listed warehouse. I like the subtle difference in color between the frame and the actual structure.

Great Work!

-Brett
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Graphics Update / Re: OutpostHD Graphics
« Last post by White Claw on August 13, 2017, 09:00:00 PM »
Leeor, I think this is what you were asking about? Lights on the "ground" of the sprite so that it shows up on the terrain.

(This is a proof of concept, so the tile background isn't particularly clean.)
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Graphics Update / Warehouse
« Last post by White Claw on August 13, 2017, 07:38:57 PM »
And a warehouse draft, in variety of colors. (Details are pretty washed out here.)
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Projects / Re: OP2Archive Application Development
« Last post by Vagabond on August 13, 2017, 06:01:18 PM »
Just uploaded code to the repository. I fixed the LIST command to play nicely(ish) with too long of filenames. See screenshot for what I mean. Basically, the normal list will cap out at 35 character length for the filename including extension. If the filename length is greater than 35 characters, it allows the longer filename to extend beyond the width of the file size column without affecting the rest of the table.

I think this should suffice unless anyone has better ideas on the matter. I would prefer if no one uses filenames that are so large though for my own sanity.  ;)


Also, I feel like the smiley face choices change every other time I post. I am with Hooman that they are better not being animated.

Back to work on the EXTRACT command...

-Brett
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OutpostHD / Re: OutpostHD - An Outpost Redesign
« Last post by leeor_net on August 13, 2017, 05:55:28 PM »
Really love this full-screen UI. It's exactly the sort of thing I've been hoping to see.

I'll take a look at Pencil soon-ish. It looks like a promising tool.

I would make the suggestion of removing the "Sort By" drop down combo and replace it with two check boxes for Show Underground and Show Surface. List is updated based on that.

This would really only work for Lab/Factory UI's.

As for accessing this panel, we can add a button next to the MiniMap -- there's plenty of space there for two more buttons.
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Graphics Update / CHAP
« Last post by White Claw on August 13, 2017, 03:58:07 PM »
Here is a draft of the CHAP. (Currently has the "white" tubes.)
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OutpostHD / Re: OutpostHD - An Outpost Redesign
« Last post by havkyp on August 13, 2017, 02:07:12 PM »
Sorry about multiple posts.

Have to go back to Real Life soon, but I quickly prototyped a factory view taking into account White Claw's great suggestions:



And I'm attaching an updated Pencil file in case that's helpful. Thanks!
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