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Thoughts on my work-in-progress GUI (Stars! influenced) Sun, 12 August 2012 04:26 Go to next message
lhxstars is currently offline lhxstars

 
Crewman 3rd Class

Messages: 6
Registered: August 2012
Hi all:

Let me know your thoughts. I'd always wanted to code my own 4x game; now I'm acquiring the skills to do so.

I've always loved the simple yet information-rich galaxy display of Stars!; thus, what I have so far is very much influenced by the Jeffs. Other than the display, I anticipate a lot more changes.


Here is a short youtube clip (720p) of me running it through it's few paces.

http://youtu.be/fQu2Y0PADOs

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Re: Thoughts on my work-in-progress GUI (Stars! influenced) Sun, 12 August 2012 04:27 Go to previous messageGo to next message
lhxstars is currently offline lhxstars

 
Crewman 3rd Class

Messages: 6
Registered: August 2012
Forgot: it's completely platform independent. It's already running on windows, mac, and linux.

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Re: Thoughts on my work-in-progress GUI (Stars! influenced) Sun, 12 August 2012 04:50 Go to previous messageGo to next message
neilhoward

 
Commander

Messages: 1112
Registered: April 2008
Location: SW3 & 10023
Impressive. Please make the star field 3 dimensional. That is a depth that Stars! is lacking. When there are more dimensions to approach a system that will drive new defence dynamics. You might find the program Accrete useful for star system generation. I would appreciate an option for switching between various [star/planet] naming conventions, including Messier. Best of luck.

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Re: Thoughts on my work-in-progress GUI (Stars! influenced) Sun, 12 August 2012 06:33 Go to previous messageGo to next message
BeeKeeper is currently offline BeeKeeper

 
Officer Cadet 1st Year

Messages: 214
Registered: December 2007
Location: Devon, UK, GMT
If you are looking for suggestions, it could be useful to be able to view the production queues on planets just by pressing a button then clicking on the planet, with the queue appearing in a window.

On the subject of production queues a really useful feature, at least for me, would be to have the ability to name a fleet at the time it is set in production. For example, if I need to make 2 LFs to take minerals to Planet X then if they could be set to be called "Take Minerals to Planet X" when they were put in the production queue it would be a good reminder next turn why they were made.

Taking this concept further you could set up multiple year producton queues and multi-year orders. This might make things too complex but if the same example LFs could actually be given orders at the time of production to collect minerals and then take them to Planet X it could reduce the amount of MM needed to some degree.

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Re: Thoughts on my work-in-progress GUI (Stars! influenced) Sun, 12 August 2012 11:19 Go to previous messageGo to next message
lhxstars is currently offline lhxstars

 
Crewman 3rd Class

Messages: 6
Registered: August 2012
@neilhoward: thank you for the compliments. Name generation is done by a .txt file. Eventually there will be a dialog that lets you choose other text files than country names. Messier names shouldn't be a problem to generate MXXX style names if that is what you mean.

As far as 3d goes, I think I lack the skills at this time to do a 3d starmap. Maybe in future versions?

@beekeeper: Those are great ideas. I'll consider those when I start programming game logic and the production queue screens.

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Re: Thoughts on my work-in-progress GUI (Stars! influenced) Sun, 12 August 2012 18:49 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
Commander

Messages: 2765
Registered: October 2004
Location: Third star to the left
Pretty nice! Cool

What kind of battlesystem will you use? Dueling



So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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Re: Thoughts on my work-in-progress GUI (Stars! influenced) Mon, 13 August 2012 11:43 Go to previous messageGo to next message
lhxstars is currently offline lhxstars

 
Crewman 3rd Class

Messages: 6
Registered: August 2012
I haven't gotten that far in the game design; but, it will likely not have too much tactical control. The game is intended solely as a human v. human game at the moment as coding an AI seems daunting to me.

It will likely be simultaneous moves with strategic combat resolved by the game only a la SEIV and SEV.

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Re: Thoughts on my work-in-progress GUI (Stars! influenced) Mon, 20 August 2012 11:46 Go to previous messageGo to next message
lhxstars is currently offline lhxstars

 
Crewman 3rd Class

Messages: 6
Registered: August 2012
Here's another video of the GUI. I've added freighters, a way to customize the GUI objects that are drawn, and a launcher screen.

Up next will be an early version race creator dialog and then I'll be going into the ship design, research, and production dialogs.

Let me know what you think: http://youtu.be/g2dt6l7wGVg

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Re: Thoughts on my work-in-progress GUI (Stars! influenced) Tue, 21 August 2012 00:07 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
Commander

Messages: 2765
Registered: October 2004
Location: Third star to the left
lhxstars wrote on Mon, 20 August 2012 17:46
Here's another video of the GUI. I've added freighters, a way to customize the GUI objects that are drawn, and a launcher screen.

Looking good! Cool

While you're at it, will it be possible to "group select" planets or fleets and give them common orders, such as "build X" or "gate to Y"? Teleport



So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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Re: Thoughts on my work-in-progress GUI (Stars! influenced) Tue, 21 August 2012 11:16 Go to previous message
lhxstars is currently offline lhxstars

 
Crewman 3rd Class

Messages: 6
Registered: August 2012
That is an intended feature that will come. I need to design a ship and fleet dialog, ship designer, etc..

I want to cut down on micromanagement as much as possible without using 'governors'.

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