@LaFayette said in Screen centering/cycling around map UI idea:
For consideration, we could make the unit avatar image clickable itself, in which case we may not need the center button. I'd rather have a center button than players learn to hack it with left/right.
I think if you make the units in the scroller clickable, that would be geat. Click unit = Center on territory and Highlight units on map. I think for players to really noticing this feature, the unit pictures in the scroller should auto-highlight when mouse-hovering over them.
The original intent behind them is to avoid 'magic hotkeys'.
I agree that hotkeys should not be secret/only for the enlightened. But, I don’t think it is neither practical nor realistic to have every single feature that has a hotkey represented by a graphical button. Best to leave some features just be in the drop down menus, with no UI graphical representation.
I would propose icons/buttons for every single most commonly used feature of the “new player” / casual gamer. (Here I go again, talking on behalf of new and casual gamers :-P) But seriously, experienced users will probably use hotkeys EVEN if there are buttons for the same things, casual gamers will not. Casual gamers will look for and use buttons, just like in other games than TripleA.
That’s why I would propose that drop down menus be reserved for advanced features, exit, save etc., not stuff needed while playing the game.
Stuff needed while playing should have buttons. Also, whatever has a button on the main screen or in the tabs, should be removed from the drop down menus, as to not flood the menu with duplicates.
Maybe buttons can be set in a height/width size flexible box under the Minimap. I think this location would be nice, intuitively and discrete. Minimaps in other games are almost always accompanied with icons/buttons for convenient and easy control.
What do I think should be represented as buttons on the UI?
Based on my own game play + what I frequently go and pull from the menus + what I think would accommodate new players as well as advanced players, I have made these two mockups:
• Notes (Opens window with notes – Maybe notes should be removed from tabs and presented in window instead? But, I am not all sure about this one)
• Sound (on/off)
• Hotkey Help (Opens up a window informing about every single hotkey available)
• Flags (shuffles small, large and none)
• Roll Dice (open Roll Dice window. After rolling, result pops up for all players, if it is multiplayer)
• Unit Help (open Unit Help – Should be renamed Unit Information (and Ctrl+i))
• Politics Panel (open Politics window)
• History (shuffles history and “current game” mode)
• Battle Calculator (open Battle Calculator)
I have tried to list these buttons in the order I think could be practical.
Buttons are filled with 16x16 icons, with NO spacing around them. I have placed the buttons in a box/frame as I imagine the box would look like if made just like the resources/territories/flag boxes in the bottom bar. I imagine that, if the minimap was as smaller than like 200 px wide, then the buttons would be pushed to become lined up in two rows. (Alternativly, maybe minimaps should just be set to auto size adjust to be minimum 233 px wide? If this is even a practical possibility. Or all minimaps just resized to be minimum 233 px wide or something in this range.)