Archive for the ‘Interface’
11.03.2008 Anton Bragin
As you probably know, interface is one of the important parts that let user interact with the system. Here is a small demo, a working example ouf our GUI library, which is being developed for “Alterernativa Platform”.

Size: 0,56 Mb
Main features:
- fast and useful windows-based interface system;
- working “hotkeys” , Tab support;
- easy-to-develop “skins” with “on the fly skins switching” (including cursor);
- fast builder, full control of window components;
- all other base windows-based interface functions (snap, drag’n'drop, resize etc.);
- smooth ability to revision and add functionality.
Posted in Interface | 7 Comments »
14.12.2007 Alexey Kviring
Most of the integration work is done: there are 3D world editors, users run and chat, world is uploading dynamically, and the object actions system is working good.
Further integration will be done when 3D engine 5.0 will be ready to go.
Full-size screenshots:

Posted in Interface, Flash, 3D, Server | No Comments »
10.09.2007 Ivan Zykov
There is no need in a complex 3D-editor for modeling simple objects, so we don’t need hundreds of modificators and buttons on screen. Ideally, we can use only 3-4 instruments. Here are some formulated requirements, without texturing issues. If you have seen any useful features in other editors, please give us an advice.
(more…)
Posted in Interface, 3D | 2 Comments »
31.08.2007 Anton Bragin
When I want to take a pic, I push photocamera button. It has zoom, can save and use pics, and erasing too. It is not finished yet and has some bugs.

Posted in Interface, Flash | 2 Comments »
27.08.2007 Anton Bragin
Players will be able to communicate not only by chat, but via mobile devices too (mobile phones, walkie-talkies, or pager).
Here is the demo. As you can see, it has all the basic functions of an cheap average phone (including signal level). You can activate the phone and then say something using chat panel. Yes, we can make real rich-boy phone with camera, streaming audio, and melodies, but we don’t need it right now.

Posted in Interface, Flash, Alternativa World | No Comments »
23.08.2007 Ivan Zykov
We want to make this game real, so it needs TV too. When you use TV, it opens a window with some “broadcasting” channels. There will be news channel, some events (we got some ideas!), and some commercials too.
Interface is clear. Second channel shows Chooka the cat.

Posted in Interface, Flash, Alternativa World | No Comments »
20.08.2007 Alexander Karpovich
If you need to know presice time in ”Alternativa” - be sure to get your own watch. It shows on a screen where you like, and you can “minimize” it.

Posted in Interface, Flash, Alternativa World | No Comments »
07.08.2007 Ivan Zykov
In this post, dear reader, I would like to tell you about game GUI. It was re-made a few times, and this one is the most simple and functional.

On the right there is a quicklaunch bar. It may contain not only objects, but actions too (this is useful when action if not the basic for an object). It may also contain avatar actions and gestures.
At the bottom there is a chat-panel which may change its height. The text is colored according the relationship level for each player (you set it manually) + it may have an icon (corporate, gang, etc…) You can whisper, say and scream. There is no private rooms. If you want to talk privately - go in a quiet place and whisper (out of other player’s “hearing radius”).
On the left there are 3 icons: emotions (they shows above an avatar), ”emoactions” (kinda gestures), and health (overall ratio on a button and precise data after a click). Then goes inventory button with weight bar on it.
Posted in Interface, Game design | No Comments »
02.08.2007 Alexander Karpovich
There are no “friend-or-foe” automatics in Alternativa’s battle system. Playes chooses friends and enemies by himself/herself. You can “remember” other players with any names and set your ”relationsip ratio”. If someone disturbs you, just select ”Remember” from context menu and discrease the ratio. Next time when you see this player drunk and helpless, you will only have to choose the weapon.
Relationships with organizations use the same way. Say, street gang member may set the lowest level to ”Police”, and see them fast with their dangerously red labels. Gangs will be red for policemen and this will prevent him/her from walking on a central well-patrolled streets.

Posted in Interface, Game design | No Comments »
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