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Strategy GUI Design

Started by DrMol Jul 9, 2002 at 3:59 PM 0 replies 200+ views
Original Post
DrMol
DrMol
I am now at that level of my design-the stupid GUI. And I have a few questions. In my youth(a few years ago) I never really did anything complex like this--a few text based games, side scrolling space shooter(the easiest kinds), etc. Now, though I am attempting this large and complex thing. Most of it is fleshed out, but now it is time to do the interface. My questions are: 1) Why would I want to go through the entire complxity of setting up the windows system for my game (I am using API), when I can just draw buttons and backgrounds, and check where the user clicks? What is the advantage of the first method(windows using API, or even MFC, etc), compared to the second(pictures of windows)? And 2) What is a good way to write the interface? Most docs out there are generally for either FPS's or RPGs. This thing will have a wealth of information, and will be turn based, so how is best to display it? Should I hide all the lesser important stuff, should I try to cram it all in the screen at once. Can anyone recommend me to a doc about this sorta thing-an interface desgin for TB strategy document? Or give me some advice? Basically what I have now is a basic screen, a 3D rendering of a desk and you click on different parts of the desk (like a map) to open a window which gives you information and allows you to perform activities. Any help would be greatly appreciated. Thanks a lot. EDIT: Sorry, just noticed that my post on this in game design went though(thought I cancelled it) anyways this boards might have a different audience and is clearer, ,but sorry, anyways! Not spamming, I swear!! [edited by - Drmol on July 9, 2002 5:12:25 PM]
Dwiel
Dwiel
was searching the forums, and ran across this post... anyone know info about this?

DrMol: What have you ended up doing?

thanx for the help guys!

tazzel3d ~ dwiel

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