Geoff the Medio wrote:
eleazar wrote:
I suppose you could show the 2 (or 3) highest yielding resources.
Or the two highest and the construction meter. — this should correspond most of the time to the primary and secondary foci, anyway, right?
Good idea about the highest yields. I don't see a need to show construction when collapsed though... it's secondary information and much less useful than actual production amounts.
Quote:
Geoff the Medio wrote:
Also, I put the colonize button at the top right, so it doesn't interfere with anything else. Is there a better place?
Most of the "anything else" is meaningless on an un-colonized planet. The current (v.3.4) display for un-colonized planets works for what we have now.
There's use to having the resources and population panels visible all the time. That way you can see visually (and numerically with rollover) what the max population would be, and what the various resource max meter values would be if you colonized.
Max population is pretty important when colonizing, part of the reason i'd like to see a different display on uncolonized planets. But i suppose it would be good to be able to examine the other max values.
The infra-structure meter seems pretty important to me, after all it (and population) have a huge impact on how much a planet can produce. But i haven't
really played the game yet. The third item can be switched to infrastructure later if neccesary.
Geoff the Medio wrote:
The buildings panel could be hidden when the planet is unpopulated, though it'd make more sense to just hide it if there are no buildings, regardless of whether the planet is colonized. There could then be visible buildings on unpopulated planets.
Agreed. simply hide it when it's empty.
Geoff the Medio wrote:
Edit2: Upon some reflection, it does seem that the planetpanels are too similar looking for populated and unpopulated planets... there's no obvious visual differentiation, as the differences are either subtle and number (0.00 population vs. something nonzero, and colour of planet name). Granted, there needs to be an empire flag added, but something more distinctive to distinguish occupied and unoccupied planets would help, while still providing all the useful information of the panels...
Any suggestions? Some outlines or shadings, perhaps?
I think if the text was changed to a 50% grey, (except the colonize button) it would nicely distinguish the empty planets. The empty star names in the galaxy map should be the same grey. You could lessen the icon opacity to about 60% to enhance the effect. The same treatment would probably be appropriate for inhabited planets you don't own, at least until fog-o-war and espionage is worked out.
Geoff the Medio wrote:
Edit: For the colours, why do you specify a transparency? This just results in the colours blurring together when overlaid...

vs

I've just left them at full 255 opacity in the code...
Also, are the slightly less saturated colours you've suggested really better? I'll defer to your or other artists' judgement, but I find the vivid green and red easier to see and read in the earlier screenshots than the slightly washed out green and red over grey in the shots in this post...
The lesser saturation (for red/green mini-bars) isn't very important, but the transparency is— or at least what the transparency accomplishes. I want the mini-bars to reflect the color of what's underneath, rather than totally obscure it. A red mini-bar that crosses the dark region of the bar and part of the light region should be lighter while over the light-grey part. It makes it easier to read. Hopefully i've made myself clear. These kinds of things are clumsy to put into words.
Transparency seemed the simplest way to do that, though i could define the colors separately.
I may not have much time for this for a while. I'll try to at least be around enough to keep the work other people are doing from being stalled by the lack of artistic feedback.