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@Frostion Yes, the UI is still in a very early stage.
I'm planning to re-use the current game-UI to have at least a local Game working in a couple of weeks.
From there, we can improve the UI piece by piece to achieve something that doesn't look like it got a long legacy.
Thanks for your feedback, I agree 👍
As a side note: I heard that JavaFX can be ported to mobile devices. (Can't make promises, but we want to keep that an option)
So we'd probably want to design the UI in a way that can be adobted by mobile devices with small screens as well.
So all the menus (not necessarily the way they are organised) should be easily downscalable.
@RoiEX OK. I tested out the very limited version of a new UI. Am I right that there is no new UI that changes what you see in game? Only the menu? Anyway, here First impressions and ideas for a better UI:
Window/Full screen - It is OK that the menu and game can be played in full screen, BUT there should be an option on screen to go window mode if the user wanted it. It should already be seen in the main menu. Perhaps the window control buttons could show some iconic Maximize / Minimize / Close icons. I bet some people it will be very frustrating if forced to play in full screen mode, especially if they are working or doing other stuff while plaing tripleA.
The Typewriter font – I agree with other feedback concerning the typewriter font. I am actually 100% for a typewriter style font, but the current one (also used at the website) is just too distorted and hard to read. It should be a bit cleaner, without being crystal clean of course. Maybe like this?:
The old folder graphics in the main menu – I like the idea of folders popping up or being highlighted when mouse-over, but it is strange that the green text-labels Play, Download Maps, Settings etc. do not follow the folder but stays put when the folder moves up and down. I would think the idea is that the labels are glued to the folder, right?
Maybe this could change for the better if everything over and under the mouse-overed folder got pushed away, like upwards and downwards? Then the folder the player is pointing on did not move. Just an idea.
The atmosphere of the main screen – I think there could be added a few things to enhance the atmosphere. I could imagine that the intire menu backbround was a brown wooden table. The menu folders were in the middle, and around it was maps, aerial spy photos, coffee cups and stains, guns and bullets, notebook and pencil etc.
Also there could be some menu ambient background sound (like office sounds or battlefield sounds) and there could be some sound effects when using the mouse in the menus. I found/edited some for you to try out: 0_1523117757571_NewUISounds.zip
Main menu and back button – When surfing around in the menus, especially the “back” button needs to be more intuitively found (right now it is in the bottom right corner). Maybe it just needs to be a part of the menu choices, like the last and bottom choice when inside a menu folder. If the back button is to continue in the bottom right corner of the screen, then it needs to be larger and more visible, but I think it is a better place to just display the TripleA version.
Logo at start menu – I like the big icons for join lobby, local game etc. But I am not a big fan of the red T&T logo (or what to call it). The idea of all the swords and rifle is interesting, but as the world war map background image and the ww icons all share a theme that does not include swords, rapiers, sabers etc. the logo should be pure World War. I would recommend just replacing the red T&T logo (not seen elsewhere with for example this logo until we have another:
UI windows while playing - I would suggest that you keep the windows and popup in the game (this would also work fine along the option to resize the main menu and resize window while ingame). Also, keep the ability to close down/minimize windows temporary so that one might look at the map, evaluate what to do, and then return to the combat window, purchase screen etc. I think it will be very missed if one cannot look around the board while having to make important choices.
UI layout – I think that there are a lot of strategic and tactical games with good UI out there, and many have a lot in common. Note the placing of the minimap for example. I would think that there is a lot of knowledge and understanding that have lead to the designs of these UI, and that we should learn from them:
Sketch - I have done a sketch of what I invision the UI could be. It is not as pretty drawn as @Hepps, but I hope you get the picture. I hope that you will add my ideas to the tons of other ideas posted here :-)
@frostion Latest pre-release then go to Engine Preferences > Testing > Use JavaFX UI.