Notes

  • The goal here is to construct a list of the icons that'll ultimately be needed for the session GUI.
  • By "icons", we mean symbols that represent a particular action, state, or attribute.
  • The same icon could sometimes be used as the basis for both a cursor and button related to the same action. For example, the patrol button is a beveled sprite with the patrol icon over it. The patrol cursor could use the same icon, with an arrow in the corner to indicate the "click point". (Other times though, it could be more meaningful to have separate images for each; a tree or piece of wood icon for the Wood resource, and an axe icon for the Gather Wood cursor.)
  • Entity Action Icons: Icons for actions that an entity can take, depending on his abilities.
    • Some of these are context-sensitive and target-based (eg attack), and thus probably don't need buttons (but do need cursors).
    • Others operate through buttons, but don't require a target (eg Town Bell), so need an icon but not a cursor.
    • Others could need both (for example, you need to click the patrol button to get the patrol cursor and assign a target, since there isn't an appropriate context and a target location is required).
    • Icons that need equivalent cursors for these commands are shown in italics.

Game State Cursors

Cursors that reflect the current mouse state, beyond interacting with entities in the game world.

Default

  • Purpose: Appears when no context-sensitive cursor is available, or a simple pointer is sufficient (such as on the main menu).
  • Icon Ideas: Plain pointer arrow.
  • Current Asset: art/textures/cursors/arrow-default
  • Notes/Pondering: Do we want civ-specific cursors to match the civ's UI theme? For example, Warcraft used a green orc hand when playing the Orcs, and a plate gauntlet when playing Humans.

Default Click

  • Purpose: Appears briefly when the player holds down the mouse button when the default cursor is in use.
  • Icon Ideas: Default cursor, illuminated.
  • Current Asset: art/textures/cursors/arrow-default
  • Notes/Pondering: Not sure if we even need one of these, since generally the sprite/object under the cursor will glow in some way to indicate clicking can achieve something, and something will happen if you clicked. Could also be somewhat tedious at present since we'd have to set the cursor at the start and end of every event; seems more appropriate to have cursor_pressed property in GUI controls (and mainly inherited through styles), or handle it at a low-level in the engine where the default cursor is set anyway. And frankly if we did that, we'd have to make an illuminated version of every cursor for consistency.

Default Prohibited

  • Purpose: Appears when the player can't do something; usually if he tries to scroll the camera by putting the cursor to the edge of the screen and he's already on that edge of the map.
  • Icon Ideas: Same as default arrow, with a slash through it.
  • Current Asset: None
  • Notes/Pondering: Again, we may not need this. And if we did, for that matter, it'd probably be related to a system of left/top/right/bottom-pointing arrows for indicating when the edge of the camera view can scroll rather than the default cursor.

Wait

  • Purpose: Appears when the user cannot take action, such as when the game is loading.
  • Icon Ideas: Plain pointer arrow.
  • Current Asset: art/textures/cursors/cursor-wait

Signal Flare

  • Purpose: Appears when the user has clicked the signal flare button; his next click will place a notification on the map and minimap attracting the attention of other players.
  • Icon Ideas: Torch.
  • Current Asset: art/textures/cursors/cursor-flare
  • Notes/Pondering: Might also require a "prohibited" variant for when a flare won't be placed in a location (eg if the cursor is over the "black sky" at the edge of the map).

Icon Sheets

armour

rating

hack

pierce

crush

attack

rating

hack

pierce

crush

command

patrol

  • Cursor: Activated by button (since context is empty terrain, and the default for that is Move). Once activated, click on location (or series of locations by holding Shift) to set up a patrol route starting at the entity's current location.
  • Button: Push to enable the Patrol cursor.
  • Icon Ideas: Green circular arrows. Sandaled foot with arrows on either side.
  • Current Asset:
    • art/textures/ui/portraits/action (though not currently in use; supported by engine)
    • art/textures/cursors/cursor-patrol (though not currently in use; supported by engine)

townbell

lock

unlock

kill

explore

rallypoint

stop

  • Cursor: This doesn't require a target, so no cursor is required.
  • Button: Push the button or hotkey to cancel whatever action the unit is currently performing (stop moving, for example) and return to idle stance.
  • Icon Ideas: Palm held up.
  • Current Asset: art/textures/ui/portraits/action (though not currently in use)
  • Notes/Pondering: Could easily get away without including it as anything other than a hotkey; rarely used.

heal

repair

herd

escort

move

  • Cursor: Appears over an area of the terrain where the currently selected entit(ies) can move (and they're not immobile entities like buildings).
  • Button: Shouldn't need to force an attack action, so probably not required.
  • Icon Ideas: Green target circle. Footprints?
  • Current Asset: None (we just use the default cursor at the moment).
  • Notes/Pondering: Do we need a special move cursor, or should we just stick to the current generic cursor? If we do have a move cursor, we'll probably also need a "prohibited" (red-slashed) version to indicate places where the unit can't move (such as a cliff face).

attack

  • Cursor: Appears over an opponent that the currently selected entit(ies) can attack.
  • Button: Shouldn't need to force an attack action, so probably not required. (Unless we want a button we can right-click to tell the entity to find his own target in the area to attack.)
  • Icon Ideas: Sword.
  • Current Asset: art/textures/cursors/arrow-default
  • Notes/Pondering: Possibly we could use different cursors for the different armaments (bow when attacking with a bow, spear when attacking with a spear; or possibly distinguish between melee and ranged (helpful for units with two weapons). Or that could just be confusing.

build

find

citizen

military

hero

civcentre

formation

box

column_c

line_c

column_o

line_o

flank

skirmish

wedge

testudo

phalanx

garrison

garrison

unload

unloadtotarget

gather

food

wood

stone

ore

fish

fruit

grain

meat

milk

game

diplomacy

objectives

score

chat

minimap

flare

terrain

territories

friendorfoe

economic

military

resources

rank

advanced

elite

replay

pause

play

rewind

fastforward

start

end

cycle

resource

food

wood

stone

ore

population

stance

aggress

defend

avoid

stand

hold

statistic

accuracy

vision

speed

range

capacity

health

stamina

tab

buildciv

buildmil

train

research

barter

allegiance

garrison

selection

command

Portrait Icons

cart

celt

hele

iber

pers

rome

tech

tech_cart

tech_celt

tech_hele

tech_iber

tech_pers

tech_rome

gaia_fauna

gaia_tree

gaia_rock

gaia_special

Last modified 9 years ago Last modified on Feb 23, 2008 3:19:00 AM