Question: How hard can it be to make a button?
Answer: Fuuuu- Also it is as boring as hell making the artwork for half a gazillion GUI objects
I have somewhere around 44 items in game.
Each one needs a GUI explaining what it does.
Each one had a typo which I only spotted after 28 images had been done.
Each of the 28 was fixed.
Each item needs 3 bitmap images for a button for normal, highlight and depressed/toggled on.
Each one was damn boring to do.
Game design is boring. Constantly reiterating and tweaking is boring. Rewriting my whole game 3 times was boring - but at least it had the benefits of being intellectually stimulating. Making sure that half a gazillion GUI elements have a similar pattern on their border is not intellectually stimulating. It's dull. It's one of the many dull and repetitive parts of game design which is devoid of challenge, it's just grind.
Maybe this is what playing an MMO is like?
Now I see why game developers employ so many people, so that they have someone who enjoys dull, repetitive, tedious tasks which require no challenge other than enjoying tedium. I imagine they look like Andy Serkis, after he'd been digitized as Gollum ...
Then there was the artwork for all of the other GUI elements. Suddenly having different GUI elements sharing the same artwork became awfully important. For starters it helps to reduce total overhead on loaded textures. Secondly it means making less GUI bitmaps.
After a bit of jiggery-pokery both my completely different Campaign modes shared most of their GUI elements. Hurray!
Then there was still the slight issue of the player having no idea how to play the game, which meant documentation. I decided on a two fold strategy, having the whole docs in the main menu (still pending) and having individual instructions for each part of the game. For instance choosing and equipping your squad for deployment has it's own GUI docs - which share a common border. They are accessable from the "choosing and equipping your squad for deployment" part of the game.
Docs also presented a new challenge - making them understandable in the least amount of words. So the docs have had a few rewrites to try and distill the necessary information without the reader having to spend hours scrolling through them.
All the docs are kept in a folder name "RTFM".
With so many items in game I'd decided to keep the item button images as a stylized silhouette for weapons with the calibre displayed so that the player can instantly see what type of ammunition they need reloading with and can toggle the "info" button and then press the weapon's button in the inventory to see all of the relevant information on it. None weapon items are displayed with a stylized logo representing it and the the item's name.
All item buttons and information screens are a stylized blue to show that they are interactive - a bit like the idea of a blueprint and it helps to mark them out from the background of the GUI. All "toggled on" buttons are also blue to show that they are interactive. The rest of the GUI's are a stylized red/yellow colour scheme, representative of brass/copper sort of colours which often pertain to steampunk. And it now does have much more of a steampunk feel with the finalized interface.
The interface is by no way completed, the pop-up message boxes still need skinning as do the flags representing the various factions (6 playable choices and 1 Ai pirates) and the background of the main menu is a placeholder.
So, how hard can it be to make a button?
Surprisingly irritating actually.
I'd had an idea of faking a 3D look with a copper/brass style button, having light coming at it from the top left. It certainly looked fake 3D, I just didn't like the style. I set out to gather some influences on steampunk button design via the internet and used relevant keywords about "steampunk" and "buttons".
Buttons where? The internet was not being helpful ...
After a thoroughly exhaustive search of the internet's hottest steampunk cosplayers during which I lost track of time and space, I decided to just make a button that was based on a fairly average button - and throw a border on it to give it steampunk blocky bulk. And in the end I quite liked this attempt and decided to stick with it.
In other news I physically modeled (physically as in virtual 3D models which ... er ... aren't really physcial at all) a variety of weapons - though still have a whole load (though thankfully now a minority) to complete before I'm finished with this part. Needless to say I still haven't got round to having another crack at the deformations on my initial character model, so that's still to come ... again, annoyingly. But I do have a plan of things to attempt with it.
So, getting there, have a couple of additions and tweaks to make to AI scripts and the Main Campaign (the bit with the dirigibles in my ver old videos) needs a few fixes, tweaks and it's startup sequence being brought into line with the new way of doing things which everything else now share (Single Battle and the fully working Bonus Campaign).
Anyhow, here's a video featuring the new look GUIs and a bit in-game battle plus the post battle GUIs. Remember, message boxes and regime flags haven't been touched yet.
In additional news, I need to sort out button clicks prior to the server's creation. And I completely forgot to show the "how to create a squad and equip them for battle" in the video ... which is below. GUI examples and a bit of a scrap in-game.
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