Fast pace cellshading flying action. Soar the skies as you take on the most vicious enemies above the ground. Experience an airborne adventure in an all new art style that will take you to something different and exciting. With the possibility to add just about anything you can imagine into the game, the sky it's not the limit. It's just the beginning.
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UI/Menu Suggestion Thread | Locked | |
Thread Options | 1 2 | |
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Sep 22 2013 Anchor | |
First thing first, to make the main menu less bland, I suggest 3 possible options:
Edited by: Nergal01 |
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Sep 23 2013 Anchor | |
I think panoramas are also cool, with several images moving at different speeds to create the illusion of 3D, if you know what I mean. ALSO ALSO ALSO PLEASE GIVE ABILITY TO CHANGE FONT AND COLOUR AUUUGH Edited by: MyHatismyFriend |
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Sep 23 2013 Anchor | |
Though this would constitute a new feature more than a UI suggestion, but what about an expanded toggled radar mode, much like how the map view gets bigger when switching through the modes normally, with the extra benefit of being able to click inside the radar pane. This could be used to set waypoints, define regions of defense, select units, and otherwise give out orders. |
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Sep 23 2013 Anchor | |
Uh-huh? -- anon wrote: 'anon' wrote: Now I shall use this 'Vector Thrust Threshold' to measure how awful your product is |
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Sep 23 2013 Anchor | |
Pardon my being dense, but I'm not exactly sure what you meant to say. |
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Sep 23 2013 Anchor | |
Sorry. Since I thought you're talking about improving an aspect of HUD element (correct me if I'm wrong), plus some part of my shameless advertising (but actually that thread indeed require some kind bumps) -- anon wrote: 'anon' wrote: Now I shall use this 'Vector Thrust Threshold' to measure how awful your product is |
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Sep 23 2013 Anchor | |
Ah, I see. The reason I included this suggestion in the UI section instead of the HUD section was because it included interacting with the screen element, rather than just something that relays information like the HUD. However I do see your point about it being just as much a part of the HUD as UI (the distinction gets pretty blurry and arbitrary at times). |
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Oct 3 2013 Anchor | ||
But how would you set the altitude of the waypoints? |
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Oct 4 2013 Anchor | ||
I guess this goes under UI I suppose: The Albedo effect, turn it down. The thing with the white lines going back and forth, too much. I mean, I know it's supposed to be there, but only at such a speed where it makes sense, the type of speed where you lose your bindings to the physical world and start seeing the barriers of time and reality tear apart before your eyes. |
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Oct 4 2013 Anchor | |
Scroll wheel? Though strict altitude specification may not really be needed for most of the commands, as a lot of them have a context that makes them unambiguous to AI: defend area, attack all targets in radius. Waypoint would probably need altitude definition though. The scroll wheel, with the addition of another button for toggling between different increments of adjustment (100 m to 1,000 m increments so that it doesn't take forever to scroll to an altitude). |
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Oct 4 2013 Anchor | ||
This seems like a feature only the AWACS would need, especially since anyone playing as a fighter would have to take one hand off the flight controls to use it. Actually, if you combine that will all the different jammers then playing as an AWACS in multiplayer could be fun. Imagine playing Natural Selection or Empires in the air, you could just put your E-3/E-767 on autopilot, set waypoints and priority targets for the combat aircraft, and even set waypoints for your own plane so you would never have to leave the commander's chair unless you're taking machine gun fire. |
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Oct 4 2013 Anchor | |
Would Home bornloser wrote: This seems like a feature only the AWACS would need, especially since anyone playing as a fighter would have to take one hand off the flight controls to use it. Actually, if you combine that will all the different jammers then playing as an AWACS in multiplayer could be fun. Imagine playing Natural Selection or Empires in the air, you could just put your E-3/E-767 on autopilot, set waypoints and priority targets for the combat aircraft, and even set waypoints for your own plane so you would never have to leave the commander's chair unless you're taking machine gun fire. I wonder whether Homeworld-style sensor view work here though. -- anon wrote: 'anon' wrote: Now I shall use this 'Vector Thrust Threshold' to measure how awful your product is |
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Oct 4 2013 Anchor | ||
Never played homeworld but I figured that for an AWACS you could use a 3d map like the ones the AC games debrief you with. Click on the ground, then drag the waypoint up or down to set the alititude (default is your plane's altitude in order to keep you from accidentally ordering planes to kill themselves.) |
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Oct 4 2013 Anchor | |
Or maybe this (it's similar to Homeworld but you still can directly control units by yourself) -- anon wrote: 'anon' wrote: Now I shall use this 'Vector Thrust Threshold' to measure how awful your product is |
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Oct 7 2013 Anchor | |
Yeah I think a Homeworld Sensor Manager would be more suited for a player controlled AWAC's. -- Noli Timere Messorem
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Oct 14 2013 Anchor | ||
One solution I see could be, clicking in the desired ground spot and then without releasing the button move up to the desired altitude. If I’m not mistaken I believe it was the Homeworld worked. |
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Oct 14 2013 Anchor | ||
You're probably right, but it sounds like it would be a pain to do that in a regular fighter. |
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Oct 18 2013 Anchor | ||
old post but whatever In the VT game files, you can find the menu UIs. In there, you're able to change the colour of stuff when selected, and stuff like that. (You may wanna replace the missing boxes though) |
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Oct 18 2013 Anchor | |
But you can't change the text font or colour. I've tried. |
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Jan 7 2014 Anchor | |
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Jan 19 2014 Anchor | |
About the menus, is it a good idea to make them tabbed? -- anon wrote: 'anon' wrote: Now I shall use this 'Vector Thrust Threshold' to measure how awful your product is |
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Jan 19 2014 Anchor | |
What do you mean by tabbed? |
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Jan 19 2014 Anchor | |
Tabbed, like how most internet browser looked like. Alternative rough example: I'd say pre-Bad Company Battlefield series' main menu looks *quite* tabbed. Although I doubt it would be controller-friendly however. Edited by: Nergal01 -- anon wrote: 'anon' wrote: Now I shall use this 'Vector Thrust Threshold' to measure how awful your product is |
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Jan 24 2014 Anchor | ||
As long as the shoulder buttons/triggers can be used to navigate the tabs, it usually works quite well imho. -- Swing-Wing Crazy |
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Mar 20 2014 Anchor | ||
Check out the mockup I found on deviantart |
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