Changes between Initial Version and Version 1 of GUI_-_Asset_List


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Timestamp:
Feb 23, 2008, 4:19:00 AM (16 years ago)
Author:
trac
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  • GUI_-_Asset_List

    v1 v1  
     1= Notes =
     2 * The goal here is to construct a list of the icons that'll ultimately be needed for the session GUI.
     3 * By "icons", we mean symbols that represent a particular action, state, or attribute.
     4 * 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.)
     5 * Entity Action Icons: Icons for actions that an entity can take, depending on his abilities.
     6  * Some of these are context-sensitive and target-based (eg attack), and thus probably don't need buttons (but do need cursors).
     7  * Others operate through buttons, but don't require a target (eg Town Bell), so need an icon but not a cursor.
     8  * 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).
     9  * '''Icons that need equivalent cursors for these commands are shown in italics.'''
     10
     11= Game State Cursors =
     12Cursors that reflect the current mouse state, beyond interacting with entities in the game world.
     13== Default ==
     14 * '''Purpose:''' Appears when no context-sensitive cursor is available, or a simple pointer is sufficient (such as on the main menu).
     15 * '''Icon Ideas:''' Plain pointer arrow.
     16 * '''Current Asset:''' art/textures/cursors/arrow-default
     17 * '''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.
     18== Default Click ==
     19 * '''Purpose:''' Appears briefly when the player holds down the mouse button when the default cursor is in use.
     20 * '''Icon Ideas:''' Default cursor, illuminated.
     21 * '''Current Asset:''' art/textures/cursors/arrow-default
     22 * '''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.
     23== Default Prohibited ==
     24 * '''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.
     25 * '''Icon Ideas:''' Same as default arrow, with a slash through it.
     26 * '''Current Asset:''' None
     27 * '''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.
     28== Wait ==
     29 * '''Purpose:''' Appears when the user cannot take action, such as when the game is loading.
     30 * '''Icon Ideas:''' Plain pointer arrow.
     31 * '''Current Asset:''' art/textures/cursors/cursor-wait
     32== Signal Flare ==
     33 * '''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.
     34 * '''Icon Ideas:''' Torch.
     35 * '''Current Asset:''' art/textures/cursors/cursor-flare
     36 * '''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).
     37
     38= Icon Sheets =
     39== armour ==
     40=== rating ===
     41=== hack ===
     42=== pierce ===
     43=== crush ===
     44== attack ==
     45=== rating ===
     46=== hack ===
     47=== pierce ===
     48=== crush ===
     49== command ==
     50=== ''patrol'' ===
     51 * '''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.
     52 * '''Button:''' Push to enable the Patrol cursor.
     53 * '''Icon Ideas:''' Green circular arrows. Sandaled foot with arrows on either side.
     54 * '''Current Asset:'''
     55  * art/textures/ui/portraits/action (though not currently in use; supported by engine)
     56  * art/textures/cursors/cursor-patrol (though not currently in use; supported by engine)
     57=== townbell ===
     58=== lock ===
     59=== unlock ===
     60=== kill ===
     61=== explore ===
     62=== ''rallypoint'' ===
     63=== stop ===
     64 * '''Cursor:''' This doesn't require a target, so no cursor is required.
     65 * '''Button:''' Push the button or hotkey to cancel whatever action the unit is currently performing (stop moving, for example) and return to idle stance.
     66 * '''Icon Ideas:''' Palm held up.
     67 * '''Current Asset:''' art/textures/ui/portraits/action (though not currently in use)
     68 * '''Notes/Pondering:''' Could easily get away without including it as anything other than a hotkey; rarely used.
     69=== ''heal'' ===
     70=== ''repair'' ===
     71=== ''herd'' ===
     72=== ''escort'' ===
     73=== ''move'' ===
     74 * '''Cursor:''' Appears over an area of the terrain where the currently selected entit(ies) can move (and they're not immobile entities like buildings).
     75 * '''Button:''' Shouldn't need to force an attack action, so probably not required.
     76 * '''Icon Ideas:''' Green target circle. Footprints?
     77 * '''Current Asset:''' None (we just use the default cursor at the moment).
     78 * '''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).
     79=== ''attack'' ===
     80 * '''Cursor:''' Appears over an opponent that the currently selected entit(ies) can attack.
     81 * '''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.)
     82 * '''Icon Ideas:''' Sword.
     83 * '''Current Asset:''' art/textures/cursors/arrow-default
     84 * '''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.
     85=== ''build'' ===
     86== find ==
     87=== citizen ===
     88=== military ===
     89=== hero ===
     90=== civcentre ===
     91== formation ==
     92=== box ===
     93=== column_c ===
     94=== line_c ===
     95=== column_o ===
     96=== line_o ===
     97=== flank ===
     98=== skirmish ===
     99=== wedge ===
     100=== testudo ===
     101=== phalanx ===
     102== garrison ==
     103=== ''garrison'' ===
     104=== unload ===
     105=== ''unloadtotarget'' ===
     106== gather ==
     107=== food ===
     108=== ''wood'' ===
     109=== ''stone'' ===
     110=== ''ore'' ===
     111=== ''fish'' ===
     112=== ''fruit'' ===
     113=== ''grain'' ===
     114=== ''meat'' ===
     115=== ''milk'' ===
     116== menu ==
     117=== game ===
     118=== diplomacy ===
     119=== objectives ===
     120=== score ===
     121=== chat ===
     122== minimap ==
     123=== flare ===
     124=== terrain ===
     125=== territories ===
     126=== friendorfoe ===
     127=== economic ===
     128=== military ===
     129=== resources ===
     130
     131== rank ==
     132=== advanced ===
     133=== elite ===
     134
     135== replay ==
     136=== pause ===
     137=== play ===
     138=== rewind ===
     139=== fastforward ===
     140=== start ===
     141=== end ===
     142=== cycle ===
     143
     144== resource ==
     145=== food ===
     146=== wood ===
     147=== stone ===
     148=== ore ===
     149=== population ===
     150== stance ==
     151=== aggress ===
     152=== defend ===
     153=== avoid ===
     154=== stand ===
     155=== hold ===
     156== statistic ==
     157=== accuracy ===
     158=== vision ===
     159=== speed ===
     160=== range ===
     161=== capacity ===
     162=== health ===
     163=== stamina ===
     164
     165== tab ==
     166=== buildciv ===
     167=== buildmil ===
     168=== train ===
     169=== research ===
     170=== barter ===
     171=== allegiance ===
     172=== garrison ===
     173=== selection ===
     174=== command ===
     175
     176= Portrait Icons =
     177== cart ==
     178== celt ==
     179== hele ==
     180== iber ==
     181== pers ==
     182== rome ==
     183== tech ==
     184== tech_cart ==
     185== tech_celt ==
     186== tech_hele ==
     187== tech_iber ==
     188== tech_pers ==
     189== tech_rome ==
     190== gaia_fauna ==
     191== gaia_tree ==
     192== gaia_rock ==
     193== gaia_special ==