Re: user interface suggestions for huge maps

2014-07-02 Thread AudioGames . net Forum — General Game Discussion : SLJ via Audiogames-reflector
Re: user interface suggestions for huge maps Hi.Here is my first idea which got to my mind:You could make a zoon function, so the player can zoom in and out of the map, just like on a gps. You could then zoon in to get more details on the map, and zoon out again to get a better overview

user interface suggestions for huge maps

2014-07-01 Thread AudioGames . net Forum — General Game Discussion : Victorious via Audiogames-reflector
user interface suggestions for huge maps Hi allIve started work on a game, and Id like some suggestions on how the UI should work. The game will involve ship combat in the solar system, and Id like it to be as accurate a depiction of space combat as possible. My original plan was to have

user interface suggestions for huge maps

2014-07-01 Thread AudioGames . net Forum — General Game Discussion : Victorious via Audiogames-reflector
user interface suggestions for huge maps Hi allIve started work on a game, and Id like some suggestions on how the UI should work. The game will involve ship combat in the solar system, and Id like it to be as accurate a depiction of space combat as possible. My original plan was to have

Re: user interface suggestions for huge maps

2014-07-01 Thread AudioGames . net Forum — General Game Discussion : CAE_Jones via Audiogames-reflector
Re: user interface suggestions for huge maps This might be a bit confusing, but perhaps nesting smaller areas inside bigger areas?For example, you have your 500,000KM regions inside regions of, say, 16,000,000KM. You have those inside regions of 500,000,000KM. Most of these will be empty

Re: user interface suggestions for huge maps

2014-07-01 Thread AudioGames . net Forum — General Game Discussion : Victorious via Audiogames-reflector
Re: user interface suggestions for huge maps So this would be something like a coordinate system, but instead of sectors that evenly divide the map, sectors are only used for things of interest, like ships/planets? It would be kind of odd, if sector B3 contained earth, then moving

Re: user interface suggestions for huge maps

2014-07-01 Thread AudioGames . net Forum — General Game Discussion : Aprone via Audiogames-reflector
Re: user interface suggestions for huge maps I like CAEs idea, and I can maybe toss out another to consider. If you find that 20 by 20 worked out well, then you could center your ship in the center of it and just move that grid around the larger world. This would mean that all objects

Re: user interface suggestions for huge maps

2014-07-01 Thread AudioGames . net Forum — General Game Discussion : Victorious via Audiogames-reflector
Re: user interface suggestions for huge maps That would work well if you control a single ship or several ships, but in the game, you control a fleet of ships. If enemies or objects are within the sensor range of any of your allied forces, this knowledge is usable by all of your force