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Why Zero-K's User Interface sucks

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Date Editor Before After
12/18/2018 5:03:51 AMCArankAdminShadowfury333 before revert after revert
12/18/2018 5:02:42 AMCArankAdminShadowfury333 before revert after revert
Before After
1 I generally agree with @DeinFreund's points (and I might be able to do some of those changes over the Christmas break), but to break down some disagreements: 1 I generally agree with @DeinFreund's points (and I might be able to do some of those changes over the Christmas break), but to break down some disagreements:
2 \n 2 \n
3 Economy panel: 3 Economy panel:
4 I partially agree, the colours here could be desaturated, especially the red, but I do like the way that it's immediately obvious that the numbers differ in function, and I find it way easier to glance and see the income and drain without also having to parse position or the use of '+' and '-', which would be more taxing on the brain. This element should retain colour, but the colours could use some revision. 4 I partially agree, the colours here could be desaturated, especially the red, but it's important to have it immediately obvious that the numbers differ in function, and it's way easier to glance and see the income and drain without also having to parse position or the use of '+' and '-', which would be more taxing on the brain. This element should retain colour, but the colours could use some revision.
5 \n 5 \n
6 \n 6 \n
7 Player list: 7 Player list:
8 I've never really liked this UI element (I have it on for casts pretty much only as an aid for editing/video descriptions). I mean, there is a playerlist you get from hitting Tab, but I can kinda see the point for team games, considering there isn't any display of the game's players in the load screen or anything. 8 I've never really liked this UI element (I have it on for casts pretty much only as an aid for editing/video descriptions). I mean, there is a playerlist you get from hitting Tab, but I can kinda see the point for team games, considering there isn't any display of the game's players in the load screen or anything.
9 \n 9 \n
10 \n 10 \n
11 Zoomed in unit selection: 11 Zoomed in unit selection:
12 I mostly agree, but in my experience the currently publicly available BAR selections widget doesn't have any of that animation, and doesn't have a selection preview when making a box (something I quite like about the default Unit Shapes widget). Maybe I just got the wrong version of the widget, I'm really not sure, though either way it would need some finagling to work with Epicmenu. 12 I mostly agree, but in my experience the currently publicly available BAR selections widget doesn't have any of that animation, and doesn't have a selection preview when making a box (something I quite like about the default Unit Shapes widget). Maybe I just got the wrong version of the widget, I'm really not sure, though either way it would need some finagling to work with Epicmenu.
13 \n 13 \n
14 \n 14 \n
15 Zoomed out unit selection: 15 Zoomed out unit selection:
16 I thought there was an option to show the radar icons in the corner of each selected unit's box, but I might be mistaken. I suppose this would be worth a try, probably in the bottom-left corner, extending at most 1/3 of the box in either axis, since that's usually a spot where the unit image isn't. I am a bit concerned about it being noisy, but that's why I figure it's worth a try. 16 I thought there was an option to show the radar icons in the corner of each selected unit's box, but I might be mistaken. I suppose this would be worth a try, probably in the bottom-left corner, extending at most 1/3 of the box in either axis, since that's usually a spot where the unit image isn't. I am a bit concerned about it being noisy, but that's why I figure it's worth a try.
17 \n 17 \n
18 \n 18 \n
19 Command panel: 19 Command panel:
20 Good luck. The command panel is built to show the union of available commands and states for every unit type currently selected, so while there are shared elements, ensuring their placement is fixed may be untenable, especially once you get transports in the mix and there ends up being more than 18 buttons. I'd love this to be doable, but it would involve quite a bit of careful consideration of all the possible mixes of commands. 20 Good luck. The command panel is built to show the union of available commands and states for every unit type currently selected, so while there are shared elements, ensuring their placement is fixed may be untenable, especially once you get transports in the mix and there ends up being more than 18 buttons. I'd love this to be doable, but it would involve quite a bit of careful consideration of all the possible mixes of commands.