Menu Design
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I'd say customization beyond skins is not significant. Also, for a multiplayer RTS, a lobby is almost always there. Usually, if the game has a single player mode, it will either let you access the lobby through the menu or externally, which then either opens an in-game lobby, or an out-of-game lobby. Usually the multiplayer screen is the latter.
A good example of this is GPG Net for Supreme Commander. Examples of games with external lobbies include most SpringRTS games and LoL as I mentioned before.
Remember that this would be a prototype game finder and I would only make one lobby client. Again I think that an ingame detailed menu would only really be important for a single player experience.
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@bilal said:
Remember that this would be a prototype game finder and I would only make one lobby client.
I understood what you said, but I'm not sure of what this would imply.
You mean for the alpha and beta versions, or you have in mind some sort of "kit" or "package" that once it has acquired a certain level of popularity it would evolve according to everyone's contributions?
Is this the reason for which you state that customization is not significant? (Because this joint-development program would ensure that everyone gets what they want?)
If that's the case, I believe it's logical. Yet, I have to say that as a multiplayer-based game, O.M. could benefit from certain customization aspects, such as your own customized "homeworld" (where your race's first pod landed or maybe something else) as the menu's background. In fact, certain multiplayer matches could involve defending your homeworld from other players and vice-versa. Whether you win or loose, your menu's background would change according to the outcome of those battles.
Maybe we should make a "formal" list with all the things that we are planning to include and modify it if necessary. Just to keep things organized and clear.
(By the way, I read the GitHub site! Should we use that for this?)
I'll look at your references to have a better idea of the on-screen/off-screen lobby issue.
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@Pisarz said:
@bilal said:
Remember that this would be a prototype game finder and I would only make one lobby client.
I understood what you said, but I'm not sure of what this would imply.
You mean for the alpha and beta versions, or you have in mind some sort of "kit" or "package" that once it has acquired a certain level of popularity it would evolve according to everyone's contributions?
When I say prototype I just mean that it would be a simple/minimalist program during early development and evolve to fit requirements as the game develops. I meant it as the same term as a game prototype, where gameplay is functioning, but the game has a long way to go.
@Pisarz said:
Is this the reason for which you state that customization is not significant? (Because this joint-development program would ensure that everyone gets what they want?)
I think customization and modding is important, but I don't think a menu needs customization beyond the ability for users to create and share skins.
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@bilal
I love minimalist designs! Ok, so, your point is to make the thing work and then develop the details. Perfect!
This is from Hawken:
Oblivion (the movie) has some nice hud designs as well. -
Quick example I did in photoshop:
(only to include basic features like joining and friends for now)
EDIT: Updated; I forgot the slider next to the friends list originally. Oops.
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I like the way your logo matches the color palette of the window. Maybe one, by clicking on an on going game, could see if his/her friends are there (or vice versa).
Is that the font from Transformers? -
@Pisarz
The font is called SF TransroboticsEdit: Going to attempt creating a quick log in application with a mysql database of users
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@bilal It looks nice, but I'd like to see a place for filters in this menu.
For servers.
With tags. -
@bilal said:
"...Going to attempt creating a quick log in application with a mysql database of users."
Interesting! (I just read about mysql, etc.) Is it going to be for testing if we can actually establish a link with each other "in-game"? (With in-game I mean if that app can be included in Unreal Engine 4. If not, how would it work?)
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Picture of WIP login screen:
This one is an actual executable (not just a mockup), except it doesn't do much yet other than accept typing and close. :p
@Pisarz said:
Is it going to be for testing if we can actually establish a link with each other "in-game"? (With in-game I mean if that app can be included in Unreal Engine 4. If not, how would it work?)
There would be a server application for the launcher that would allow players to join and create lobbies. Then, once a lobby is launched, each player's games will start, and the application will tell the game what to do next to make sure all players get in the match together.
The current system I'm thinking for multiplayer is using master servers to host multiple games so that players wouldn't have to worry about hosting. (This might be too server intensive, so I'll do more thought about it once I get to multiplayer in the actual game.)
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Excellent!
We could do some alpha and beta testing and give the initial test groups some exclusive content as well.
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@bilal Well, I'd say, it looks great! Is it going to be so small and compact or it's going to have more...
uhm
buttons later on? -
@Encrypted
I think this should be fine for a prototype. Any suggestions are welcome. Maybe in the future there would be news/updates and other visual stuff on the sides.