It seems a bit confusing to have two separate places where a design is described. Currently there is an info box at the top-left with stats and a description, as well as the name and description boxes over the render. IMO we should get rid of the info about a single design from the top left and put all info about the selected design in the render area. This way, the selected hull, parts and stats of the design are all in one place - the design overview. Details of a particular part or hull can be shown in the detail window when something is selected. This is also consistent with the research screen or production screen, where info about the empire as a whole is shown at the top left, and single tech or production item info is shown in the detail window.
Indeed, you are right. I've introduced the area in the top left to on the basis of the research and production screen. I didn't notice though that those only present empire concerning information that we don't have on the design screen.
I don't understand the objection to movable and resizable windows. If you don't want to move and resize them, then don't... they then act just like fixed-position windows. There's no more "clutter", and there is more flexibility.
You misunderstood. I don't have a objection to movable and resizable windows. In fact, most windows are in the previous mockup movable and resizable, even the window in the bottom left. We still need to decide on a standard position and size, which will work for everyone.
What I had concerns about was just introducing yet another window(for saved designs), which is why I've introduced the tabs.
Describing designs in terms of just "Attack" and "Defense" probably isn't very useful... Designs can have a variety of weapon and defense part types - long range, short range, fighters, point defense, armour plating, shields - so what exactly does "attack 50, defense 30" mean? I'm not sure what statistics do make the most sense to include on such a panel, but perhaps this will become more obvious with use / prototyping. It should be fairly easy to change later...
This is just some bogus information and kind of a placeholder, based on the current versions of freeOrion. Obviously it will have to change.
Moving the hull name around on the panel when comparing the hull panels on the new design tab and the finished design panels on the saved tab seems a bit confusing... Do we really need a hull name on a finished design panel at all? You can always select the design to see the hull and all the parts in it on the design details panel to the right.
No we don't, I just thought the player might want to see it. The difference with some hulls might not be too obvious, even with images that large(in the list), so having the name there does make some
sense in my mind. Of course you can click on every design and see all the details, but putting the name there doesn't hurt either(unless we need that room for some other information).
I'm not fully convinced of the tab to select a hull to make a new design... It does make sense from a usability view: you make a design by selecting an existing design to work from, and this can be done by picking an empty hull, an existing design with hull + parts, or by picking an autodesign template; you then modify the design and save it. Conceptually though, I think of picking a hull as a step in the design process, like picking a part, so that it should be done more similarly to picking a part...
I, at least, am fully convinced of the idea
And as mentioned, hulls aren't just another part, but the base, the groundwork for all other parts, which is why I would like to treat them a bit different.
We'll need some way to distinguish external and internal part slots. Some parts can go in only one, and some can go in both, and what slot is what type and what part can go where should be clear. Filters on the parts list seems obvious, but slots need some indicator that doesn't involve hiding them. We may or may not have variable-sized slots... this is TBD... but external / internal is planned.
I'll address this in the next mockup. I really like the idea of having multiple sized slots and I hope they make it into the game.
The "confirm" button could change depending on the situation:
- If making a new design: "Confirm New" or "Add New" -> adds new design, switches to design review mode. Description and name text boxes are non-editable, parts can't be edited.
- If reviewing an existing design: "Modify" or "Edit" -> takes to make new design mode. Description and name text boxes are editable and parts can be edited.
Or should editing a design automatically mode to edit mode?
I think switching the buttons is a good idea. Mainly because of the short description. The input box will be too small in most cased to hold the entire description. If we are in 'review' mode the full text could be displayed using a coupled of lines. When clicking 'edit' it will change to a single input box. If this could be handled differently, I would probably switch the modes automatically, but I think it could work quite nicely this way.