1. No graphicsFixed.
I want the suggestion to by usable by Toady, who said he doesn't want to do graphics. Very well. I used only text and some very simple icons anyone can draw in MS Paint. Although you can't see it on my mockup below (I'm not that good at computer graphics), I imagine the game interface - the buttons, the tabs, etc. - to be in the default OS style. Eg. the game menus would look like this (http://www.jbeckj.dk/silenthunter/Docs/Guides/Sh1/Xp/SilentHunter_WindowsXP_files/VDMSoundAdvCompatibilitytab.gif) in Windows XP, like this (http://www.askdavetaylor.com/0-blog-pics/windows-vista-taskbar-start-menu-properties.png) in Vista or like this (http://dev.mysql.com/doc/refman/5.0/en/images/myodbc-macosx-odbcadmin-tracing.png) on Mac OS.
Wow, this is not your average "Make it suck less!" interface suggestion. Thanks for going to the effort of making mockups etc.
03/16/2009: As you might want to gather and treat the wounded without the benefit of tables or beds (due to resource constraints or otherwise), I went with an activity zone for the hospital. I've added a few options to activity zone placement to make that a little easier (they can overlap now, you can flow them out like rooms, and delete a single zone regardless of overlaps). This'll also be a good test for using zones for things like dynamic workshops (way) later if things go that direction, as hospital zones will need to manage several buildings. It might also be useful for some military applications for this release.
While the particular layout of a given interface is a valid concern, the ability to modify the stock interface should come first. I think it would be really premature to break out of tile-based interfaces anytime soon.
Item A ItemB ItemC
Item D ItemE ItemF
ItemG ItemH ItemI
with corresponding keysQ W E
A S D
Y X C
(of cause adjustable for those with other keyboard layouts)
But then, I came in here to really push the subject that I had horrible experiences with pie-menus. Do you know "neverwinter nights"? If so... you know the problem.
As a magician you needed to go through several circles with 9+ items until you got your spell done. Who ever did this without pausing first MUST be a master of hand-eye-coordination so that he took less than my 4 seconds to do so.
The right-click context menu seems inherently problematic. In other games, generally the screen area of a unit/building/whatever is roughly on par with the screen area of a context menu. But in DF the menu could easily block hundreds of tiles from view. This seems like it could get really obnoxious and frustrating.I'm not sure I understand. Are you saying that the right-click popup can obstruct view? Or that the big menu in the bottom is the problem? If (a) then please consider the popup only appears for a few seconds when you yourself open it. If (b)... well, the menu can be automaticaly hidden when you don' use it - the same way the menu in the current game. I've even included the button. ;)
hodiernal
AxelDominatoR: Right, pie menus can be cool. But I'm afraid I don't understand what do you want to use them for. ;) Can you please elaborate or even post a mockup of your own?
Guys, your suggestions are cool. But i'm get used to hodiernal interface.Agreed here. I like how I can play DF with just the keyboard and not have to deal with the mouse and clicking on squares all the time. You know, sit back with the keyboard in a comfy position... and just play away.
Keyboard commands takes MUCH less time than mouse clicking-clicking-clicking.
My design depends on mouse. You can't use it without it. Sure, you can come up with hotkeys, but these were not a priority.
I prefer DFs UI as it is now with some tweaking and a face lift. And I won't say this often, but I think that DF should look to M$ apps for UI design. Here are my ideas that may or may not have been shamelessly lifted from one of the afore mentioned apps:
No open windows, all windows slid closed, action window takes full precedenceSpoiler (click to show/hide)
As the mouse hovers over a small tab, the window expands (exposes clickable selectables as well as hotkeys)Spoiler (click to show/hide)
Messages would be on the bottom separate, it would be expandable and shrinkable to whatever height is desired or hideable altogether, then also some kind of dropdown which separates the kinds of messages.Spoiler (click to show/hide)
The stockpile menu can be tacked so it stays open and then the messages could be opened along bottom of it.Spoiler (click to show/hide)
or the stockpile menu could be floating alongside the main window if desired so it would always be visible or could be put on a separate monitor.Spoiler (click to show/hide)
In summary, pretty close to what Jiri's got laid out with everything being hideable. I think i like the right click idea, but I would have to see it in practice to know for sure.
Edit: The Action Window wouldn't squish and stretch like that, that is just me being a little lazy and I'm at work...
Heh. Now you can say you've seen it once. ;-)hodiernalAs a Latin student I'm appalled that I've never seen this word before.
To select a part, you just have to move with the arrows keys/ move the cursor on the part to select it.
But then, I came in here to really push the subject that I had horrible experiences with pie-menus. Do you know "neverwinter nights"? If so... you know the problem.
As a magician you needed to go through several circles with 9+ items until you got your spell done. Who ever did this without pausing first MUST be a master of hand-eye-coordination so that he took less than my 4 seconds to do so.
Oh, yes, I finished Neverwinter Nights with all expansion packs. It was an example of a bad-designed pie menu.
I was a bit biased in proposing the pie menu because I really like it if properly done ( it should never expand more than a depth level ). I was just curious to see how a pie menu would work into such a interface.
I am for all-text interfaces, by the way :) ( I'm a console and ascii-lover, nethack style! ), but I liked the design by Jiri Petru and didn't feel like discouraging.
There's very good reasons to not have any pictures of critters to click on. One, way more work for modders. Two, random critters are impossible.
You don't want to raise the bar on what's required to mod the game, and random critters would be impossible entirely...
4.) where is the mini-map? Well in the future (!!!) we will be able to zoom in and out. Mouse scroll or ctrl+up/ctrl+down will zoom. (I guess this one is a suggestion of its own)
Just a quick question, how do you remove a "remove ramp" designation? :)
By your interface using the "Destroy" feature will remove the ramp. ;)
Just a quick question, how do you remove a "remove ramp" designation? :)
By your interface using the "Destroy" feature will remove the ramp. ;)
Ramps could be removed by "Diging" designation, it is same labor anyway.
You seem to be using a fairly high resolution. It owuld be nice if people using a lower resolution would be able to collapse the menu to about alf the width and a third of the height and still find it useful without needing to scroll the whole thing.
I would keep the menu up permanently, having it come and go could be distracting, obstructive, and may even trigger seizures if many targets are scrolled over quickly. I basically want my field of view to be as consistent as possible.
(what font is that? i want it!)
Also, I still want to know what "hodiernal" means.
Also, I still want to know what "hodiernal" means.
"Today."
What about flashing the tile(s) currently selected?
I would prefer a spartan list rather than a verbal description.
Then again actually depicting a dwarf might rankle some who have different conceptions of their appearance...There already are depictions of Dwarves in the games introduction movie...
Then again actually depicting a dwarf might rankle some who have different conceptions of their appearance...There already are depictions of Dwarves in the games introduction movie...
Looks a little unfinished tho (namely the thing he's hammering out).
<html>
<body>
<h1>${currentSelection.workshop.name}</h1>
<h2>Queue:</h2>
<ol>
${forEach currentSelection.workshop.queue item}
<li>${item.name}</li>
${/forEach}
</ol>
<h2>Controls:</h2>
<a href="df://terminateBuilding/${currentSelection.workshop.buildingId}"><span class="command">D</span>estroy building</span>
<a href="df://addTask/${currentSelection.workshop.buildingId}"><span class="command">A</span>dd task</span>
<h3>Info:</h3>
Permited workers:
<ul>
${forEach currentSelection.workshop.workerCandidates worker}
<li><a href="df://selectBeing/${worker.creatureId}">${worker.name}</li>
${/forEach}
</ul>
</body>
</html>
"Karma record" or "whitespot/blackspot"
And, is there any way to cause the game to automatically follow around a specific dwarf(etc)? That seems like it would be enormously helpful, in combination with Z-levels. Also, having the ability to quickly "jump ahead"
1. low qualityThe rules would probably not be displayed here, and would not need to be that complicated, and even if those were possible you would probably want a simplified version for when people didn't want to bother with that level of complexity. This would allow people to have a great list of different preferences that they can swap in as the work on different aspects of their fortress. You would want to display the name of the selection criteria as you are designating to check if you pressed the wrong button...
{total value less than base value of exceptional quality base item}
2. high quality
{low quality < total value < 1000 AND not an artifact AND less than 2 masterwork decorations}
3. unique
{total value >= 1000 AND/OR multiple masterwork decorations AND/OR an artifact}
4. Megaproject level 1
{(red AND stone) OR ((teal OR lime green) AND masterwork quality)}
5. Megaproject level 2
{white AND stone}
6. Load from file
7. Replace above category from file
8. Save above category to file
9. Edit above category
I generally like your latest ideas, though I still have some ideas about the picture.
I often find myself wanting to limit available materials based on their value and/or quality. Having the option to open a selection window to set multiple limitations would be nice and being able to save a few sets of limitation criteria would be handy. Maybe you could have a list of, say, 5 criteria sets, say,Quote1. low qualityThe rules would probably not be displayed here, and would not need to be that complicated, and even if those were possible you would probably want a simplified version for when people didn't want to bother with that level of complexity. This would allow people to have a great list of different preferences that they can swap in as the work on different aspects of their fortress. You would want to display the name of the selection criteria as you are designating to check if you pressed the wrong button...
{total value less than base value of exceptional quality base item}
2. high quality
{low quality < total value < 1000 AND not an artifact AND less than 2 masterwork decorations}
3. unique
{total value >= 1000 AND/OR multiple masterwork decorations AND/OR an artifact}
4. Megaproject level 1
{(red AND stone) OR ((teal OR lime green) AND masterwork quality)}
5. Megaproject level 2
{white AND stone}
6. Load from file
7. Replace above category from file
8. Save above category to file
9. Edit above category
I still find the transparency of the menus kind of pointless, It just doesn't seem to be practical to look at the background. Could you try upping the transparency, I don't know, 20%? and changing the text to sme brazenly obvious colour, Bright Green would work, and making it somewhat transparent also/ Or giving up on the transparency and having undiluted text.
I do prefer the light wedge to the dark wedge, but would it be possible to have a wedge that fades to completely transparent at the point it reaches its target. I figure that this would grant great visibility around the target while still giving a strong impression of what is selected, but I can't be sure unless I see it in action, and I don't really have any graphical programs that do that sort of thing. Even if it works it may be more complexity than you want in the display, it would certainly be much more number crunching then dwarf, miner = tile 018...
It occurs to me that there could be a whole siege 7 tiles away from your beds there and the minimap would stop you from seeing it. Maybe reserve some sort of warning graphic for the minimap to tell you about things that want to kill dwarves...
Just a quick question, how do you remove a "remove ramp" designation?Well then... I guess this means there would have to be separate "Destroy" and "Cancel" buttons.
By your interface using the "Destroy" feature will remove the ramp.
Zwei: Thanks for the default view. What I don't like about menus like these is that they still feel too much like keyboard only menus. Actually clicking on the lines by mouse would be IMHO quite clumsy. First, clicking lines of text isn't that good as clicking buttons (also they seem to thin, and it would be easy to misclick). Second, the functions aren't differentiated visually, there's no notion of what is more important and what less. Generally, the important or more often used functions should be bigger and positioned somewhere in the more prominent parts of the screen, whereas the less frequent features should be smaller and somewhere in the corner... perhaps even hidden in submenus. While all of this essential for mouse users, I believe even keyboard users would benefit from better visual differentiation (if you don't remember a shortcut, you at least know in what part of the screen to look for it).
In other words, your menu still feels just like "a wall of text" or "a list of possible functions", not much like "interface".
BUT... (and this is a big BUT)
The greatest advantage of your approach is that is sticks very close to the present interface, and thus wouldn't require so much effort on Toady's part. Also, wall-of-texts are easy to modify and quick to redesign...
...
...I don't even know why I'm saying this. ::) Definitely not meant as a criticism of your work. Just thinking aloud, I guess.
My suggestions is that the "relevant option" to control what items can be cooked is in the wrong place. Instead of being in "Z-status", it should be in the kitchen workshop menu (or accessible from both places). In general, all the related options for some function (like cooking) should be accessible from the same place.
For the sake of aesthetics, though, is there anything you could do towards the interface looking a little more organic? Just slightly is fine, but in the current state, it still gives the game something of the character of a spreadsheet. I've always hated that.
Staring at drab, sharp-rectangle-enclosed menus = something I normally get underpaid for.
It's not like we've got graphics--the interface is almost all we visually have. It wouldn't hurt to make it look atleast a *little* stylish. Might make it slightly easier to introduce to our friends/relatives, too.
Skins would be a godsend.
Any thoughts on making the interface easy to skin? I really think that would be a good direction to go in.
My own idea of final interface look is "Illuminated manuscript" ( http://en.wikipedia.org/wiki/Illuminated_manuscript ) look. Embark message was for example inspired by this.that would be wondrous.
(massive post)
(massive post)
FYI:
If Architecture can have its key command indicated in such a manner, than so can Jobs.
FYI:
If Architecture can have its key command indicated in such a manner, than so can Jobs.
Bear in mind J requires one more keypress than j. But yeah, I've payed next to no attention to the shortcuts. I've just thrown in whatever came up. Thanks.
Lets not forget that some keys are Case-Sensitive.FYI:
If Architecture can have its key command indicated in such a manner, than so can Jobs.
Bear in mind J requires one more keypress than j. But yeah, I've payed next to no attention to the shortcuts. I've just thrown in whatever came up. Thanks.
True, but you did use [D]ig, and both jobs and dig currently only require one keypress, so...
Question: Why do you want to uglify the interface?
The graphics are irrelevant, focus on the organization.I don't see what's wrong with the organization now (except for the military screen, which could definitely use work).
However, I am not quite sure how to interpret your entries Room and Furniture under the build heading... Non-workshop rooms that are not stockpiles or zones are always furniture spawned, so building a room is not really a meaningful concept in Dwarf Fortress.
The essential point for the popping windows for me is that the overview (or menu as you call it) and the other info tables, like the material selector when you want to construct a road, occupy the same space on the screen, so there are no new windows that appear or disappear. As I see your design, I am not quite sure how you would fit the info tables into that space at the bottom - would you go for several columns?
I hope this makes my point somewhat clearer.
As for the room thingie, you are actually going very deep into the game mechanics there. Personally, I think that the furniture rooms are actually currently the best rooms in the game - they are easily resizable and they are intelligent in that they understand a room as a single area of unobstructed space. (...)
And just as a bonus, you can actually completely remove them, a grudge I hold against stockpiles (maybe it got fixed by now, but last time I checked, you can only reduce them to 0 tiles size, but the stockpile still exists).
No, they are completely removed, just check the room list. The game just numbers the next stockpile after the last created stockpile. If you create stockpiles #1, #2, and #3, then delete #1, the next stockpile will be #4, since the highest number is #3. However, if you have stockpiles #1, #2, and #3, and delete #2 and #3, the next stockpile will be #2, since the highest number stockpile is #1.
Deathworks (who still thinks, though, that furniture rooms are easier to create :) :) :) )
I disagree with your second point. Unification is NOT automatically better, and some of the biggest flaws in commercial games in my experience come from assuming that it is. (The best example I can think of off the top of my head is aircraft in the first Empire Earth game or in the first two Civilization games.)Deathworks (who still thinks, though, that furniture rooms are easier to create :) :) :) )
They probably are. The problem here is:
1) You can't apply the same approach to everything else, say stockpiles or workshops.
2) While you can create a special system for every kind of "building" (stockpiles, workshops, rooms, zones...) that would be super powerful, you shouldn't. Having a unified system with a bit slower solution is better than having 5 different, ultra-fast ones.
I disagree with your second point. Unification is NOT automatically better, and some of the biggest flaws in commercial games in my experience come from assuming that it is. (The best example I can think of off the top of my head is aircraft in the first Empire Earth game or in the first two Civilization games.)
It doesn't matter what the specific task is. The point is that you can't automatically assume that it's better to have the same interface for everything. The F-16 has four different ways to drop the same kind of bomb. You going to tell the Air Force to simplify it so it's cheaper to train pilots?
I disagree with your second point. Unification is NOT automatically better, and some of the biggest flaws in commercial games in my experience come from assuming that it is. (The best example I can think of off the top of my head is aircraft in the first Empire Earth game or in the first two Civilization games.)
So can you think of any instances in Dwarf Fortress where unifying the interface wouldn't be an improvement and would hinder gameplay? Or did you just want to get it off your chest that some of the interface design decisions in Empire Earth and Civilization frustrated you? Because it's looking like the latter.
Actually, thinking about it, stockpiles and beds are the perfect example: A bed room derives its function from its name giver, the bed. No bed, no bed room. Thus it makes sense to have the bed as an integral part of the bed room - a bed room without a bed makes no sense.
A stockpile, on the other hand, allows using bins or barrels, but they are not an essential part of it, but can leave it at a moment's notice. Even without any furniture, a stockpile is still a logic thing as it really just means the space open for it.
Actually, thinking about it, stockpiles and beds are the perfect example: A bed room derives its function from its name giver, the bed. No bed, no bed room. Thus it makes sense to have the bed as an integral part of the bed room - a bed room without a bed makes no sense.
It's just as baffling in the other direction. Suppose a new player notices dwarves sleeping on the ground. "Oh, I should make them some beds." Check the menu; I need to build some beds, so 'b: Building" looks good, and hey, Bed is listed right there! (Presses B) ... "wait, 'Bed ... Needs bed'? What the hell does that mean?? I know they need beds, that's why I'm trying to build them!"
This is a non-trivial conceptual hurdle to get over, given that in real life there's no observable difference between a bed that's been "constructed" and one that hasn't.
This is a non-trivial conceptual hurdle to get over, given that in real life there's no observable difference between a bed that's been "constructed" and one that hasn't.
You've obviously never purchased a brand new bed, or ever moved, have you?
Having recently had my bed fall apart on me, I am very aware that an "unbuilt bed" is in fact different.
A pic or two of an unbuilt bed (http://www.bamboozled.org.uk/bedroom.htm).
So when I told my carpenter to "construct bed", he instead decided to "construct bed pieces"? I guess I wouldn't have a problem with that in principle, but that's not what the game says right now.
Deathworks, if you want to keep creating bedrooms from beds, how about barracks from armor stands? And what would you do with hospitals? In my head, bedrooms, barracks and hospitals are very similar concepts that deserve a unified approach.
Let's see. Hospitals is actually an easy one for me. The most basic hospital which is what we had before 31 is a single bed allowing the patient to rest, which is the prerequisite for treatment (patients not resting can not be treated). Thus, if we wanted to unify the hospital with the furniture method, it would be a variant of the bed room, that is another room that can be spawned by the bed.
Which would then support my original feeling that unification is not necessarily the road to take here.Well, I could not disagree more, but you already know it :P Not only there's no unification between different building categories (workshops/constructions/rooms) in your version, there's even no unification inside what a perceive as a single category (bedrooms, hospitals, etc.). Which is IMHO very bad.
It seems that it just makes sense to remove stockpile designation and just have zones that can act like storage.Well... stockpiles and zones are just two names for the same thing. Even now they work basically the same way. You draw a rectangle and then set its properties. So yeah.
For instance, a throne room without a throne or a study without a chair simply feels wrong, as does a bed room without any real bed (or straw mat, at least).A better way to handle these kinds of required items would be that the interface would automatically ask the player which chair/bed/whatever to add to the newly defined room (and then where to place it), just like building a bridge requires you to select the used materials.
I think all of the mock-ups so far are missing the point entirely as I don't don't believe DF will ever have non tile based text and menus. There's a possibility but I doubt it.
# Core51, SIZEABLE GAME WINDOW, (Future): Allow the resizing of the game windows, and possibly the support of variable width fonts to allow more text to be displayed.
Take out non gameplay related selections and put them in the bottom border (universal pause, escape etc).I absolutely agree with these though ;)
Use mouse for many things treating the menu and map border panel as a button, and the menu selections like "build".
Use mouse scroll as well as +/- to scroll menus.
unify similar things (zones=stockpiles, burrows and zones, military=squad and equipment setup).
job menu replaced with a full fortress labour editor (aka dwarf therapist functionality) as shown above.
also having the help command anywhere could provide help for the screen that is currently active.
Perhaps the month end project? (Does anyone know what that is by the way?)
Pretty cool demonstration of what DF's interface could look like. (http://www.youtube.com/watch?v=mm-dPes5NgE)That is a bit too visual and imprecise for my tastes, but I can see that other people would prefer it.
Pretty cool demonstration of what DF's interface could look like. (http://www.youtube.com/watch?v=mm-dPes5NgE)It's not bad. I really can't get behind using context menus as the entirety of the menu system, but the widespread ability to place and draw using the mouse would certainly be a welcome addition.
Pretty cool demonstration of what DF's interface could look like. (http://www.youtube.com/watch?v=mm-dPes5NgE)
Pretty cool demonstration of what DF's interface could look like. (http://www.youtube.com/watch?v=mm-dPes5NgE)
Pretty cool demonstration of what DF's interface could look like. (http://www.youtube.com/watch?v=mm-dPes5NgE)Ladies and gentlemen, we have a winner here!
Edit: Basically, Jiri's most recent concept is absolutely the most visually pleasing, simple, and excellently organized I've seen so far.Oh you make me blush. ::)
Well, the mouse excels at other things than a keyboard as they are quite different in the handling. Thus, if you want to optimize the user interface for the mouse, you may end up with making design decisions that are not as good for the keyboard controls. The video we see is, in my eyes, mouse control used optionally for the current keyboard-designed interface.I'm not sure if you've played a video game in the last 20 or so years but they have recently mastered the arcane arts of combining mouse input while maintaining keyboard shortcuts, its a truly incredible breakthrough and I'm sorry you only just learned about it from reading this post. :( :( :(
The games I have encountered (e.g. SimCity 4, Tropico 3) were usually designed in such a way that you wouldn't want to rely on the keyboard input as the game was clearly designed for mouse input.
Pretty cool demonstration of what DF's interface could look like. (http://www.youtube.com/watch?v=mm-dPes5NgE)
I agree that the game would need a variable width fonts but it would have to be like in the above video (... in the link), not a true type font, sorry if anyone finds this insulting but the fonts in all the other mock-ups are horrible, any game font should either be custom made or follow the aesthetics of the game, just using something like arial in a game drastically reduces the quality IMO.
- Project for minimum supported size (80x25), of course extendable for higher resolutions.
Would it be possible, rather than there to be a total interface overhaul as such, for Toady to expose/create interfaces for others to hook in to?
But feel free to open a new thread. ;)
Anyway, yes, this has been suggested before and Toady has made a couple direct responses. Any supporters of the idea should definitely read these:Spoiler: response (click to show/hide)Spoiler: followup (click to show/hide)
Also some earlier stuff:Spoiler: part 1 (click to show/hide)Spoiler: part 2 (click to show/hide)
I haven't played much StarCraft, but I think its a great example of Mouse/Keyboard use. The really good players always go for the keyboard shortcuts because they ARE faster. The mouse is still used for certain specific things, like moving units to a precise location extremely quickly, or going to an exact location on the map.Starcraft is %100 mouse-controlled, with some keyboard alternatives to some buttons if you want them. Starcraft uses larger individual grid-points than DF, so mouse control is more precise than it would be in DF, and keyboard selection would be faster than in DF. But Starcraft is a continuous session, the mouse is faster for imprecise selection and speed is everything in Starcraft. I am happy with the way that DF pauses when I am doing something, and I don't want a mouse jerk to mess up my zone selection, I fully support a combination of control schemes, but I do not want to be forced to use a mouse. Not that my opinion matters much in the grand scheme of things...
I haven't played much StarCraft, but I think its a great example of Mouse/Keyboard use. The really good players always go for the keyboard shortcuts because they ARE faster. The mouse is still used for certain specific things, like moving units to a precise location extremely quickly, or going to an exact location on the map.
I agree that the game would need a variable width fonts but it would have to be like in the above video (... in the link), not a true type font, sorry if anyone finds this insulting but the fonts in all the other mock-ups are horrible, any game font should either be custom made or follow the aesthetics of the game, just using something like arial in a game drastically reduces the quality IMO.
This is kind of what I wanted with the mouse support in my mock-up, I was thinking about using the mouse to be able to designate anything like walls and so forth (though I think instead of the walls being L shaped it should be rectangular).
C = cursor, S = startpoint
Cxxxxxxxxx | x S | Sxxxxxxxxx | xxxxxxxxxC
x | x x | x | x x
x | x x | x | x x
x | x x | x | x x
xxxxxxxxxS | Cxxxxxxxxx | xxxxxxxxxC | S x
So that you would always have the open side next to where you started and would just draw depth and width from there. But this is somewhat off-topic.The point is that if its a box perimeter then you can just remove what you don't need, that's gotta be easier than predicting or designating which way the L/U will face. (and the fact that I can't remember one instance of me making an L or U shaped wall (the only use would be if you were building onto a mountain face).
One can even envision a way to handle other shapes, such as circle, ellipses, etc.
...
Brilliant!...Also, recipe should be able to create several items: For example, "full clothing" recipe with contains leather boots, socks, trousers, etc..
While we are at it, i would also like ability to "clone item" - say, i have this golden breastplate with image of lion in rubies in it and decide i want several, so i let my dwarves examine it and create recipe for it.This would, I think, be accessible from the k-z menu of an item. Amongst dump/melt/forbit there would be something like "make recipe" which would create a new recipe, name it after the item and then automatically add it to the appropriate workshop. You could later open the workshop menu to use or edit the recipe.
I've been thinking, and I think that the announcements should be handled in a Simcity 3k/4 style news ticker.
Of course there are going to be players who want DF's interface to stay the same or at least similar to what it is now. I'm sure a lot of people were attracted to DF from rogue-likes and their interfaces. But DF isn't a rogue-like in any sense (it didn't even support text until Baughn added it recently),
It should be fun. The number is going to be stuck for a few days while I set up support for open gl text, 256 characters curses and 128 character curses.
allowing 800x600 might be nice but I don't think anyone actually uses it any moreI find it useful as a windowsize.
xxxxxxxxxx
xxxxxxxxxx
xxxxxxxxxx
xxxxxxxxxx
xxxxxxxxxx
xxxxxxxxxx
xxxxxxxxxx
xxxxxxxxxx
xxxxxxxxxx
xxxxxxxxxx
25 irn brs
80 stl brs
200 gd brs
2 lead brs
50 ccl brs
20 cke brs
1 slver br
==========
==========
==========
Simple: Make the stock screen searchable.
...
and
[[ Include a option to save custom uniforms and schedules.
...
...
and
[[ Include a option to save custom uniforms and schedules.
...
And stockpiles. Everyone makes special stockpiles to hold cookable/brewable items, over and over again.
...
and
[[ Include a option to save custom uniforms and schedules.
...
And stockpiles. Everyone makes special stockpiles to hold cookable/brewable items, over and over again.
Instead of allowing their export/import, it would be much better to have all the useful stockpiles in the game by default. If 90 % people need to customise their stockpile settings to make specialised "seed stockpiles" or whatever, why not have them pre-packed in the game? This rule could be applied to most parts of DF interface.
Of course I have nothing against export/import, it's very useful as a complementary tool. But it shouldn't replace good default settings.
therahedwig: while not a bad idea, it would most probably end ind this scenario: "modders" start to release their own interfaces, and soon one or two will become dominant and the others get discontinued. One year down the line, there are two UI packs and everyone is dependent on their creators, Modder A and Modder B. Whenever Toady releases a new game version, there are hundreds of people lobbying A and B to release an update.... A and B eventually burn out, and since no one else bothered to keep niché UI packs updated, players suddenly have to go back to the default game...
...which of course has as user unfriendly UI as ever, and for most of the audience it remains unplayable without external tools.
Basically, what I'm saying is that I think usability should go before customisability, not the other way around.
EDIT: But I don't mean to argue about it because don't think it really matters for the purposes of this thread. The goal is to gather some ideas and suggestions for a better interface, whether it'll be coded by Toady or my modders.
Richness is Good, Complexity is Bad
If you’ve ever been involved in designing and implementing software, you’ve participated in the following conversation. Two engineers will disagree about some aspect of how the product should work. Implementing either behavior is easy. Both engineers will present their arguments, and are convinced of the rightness of their position. Neither can convince the other. Eventually — perhaps to avoid further conflict, perhaps just to get the issue behind them — someone will suggest “I’ve got an idea. How about we just put a knob on the product, and let the user decide which behavior they get.”
This is almost always the wrong decision. But often, if all of the engineers are young and inexperienced, and there’s no one around to issue a smackdown, knobs like this make it into the final product. The product is made uglier and more complex, the end user is presented with choices that she doesn’t care about, and you sell fewer units.
A game is rich when it presents you with a lot of interesting choices to make. A game is complex when it presents you with choices that you don’t care about, or when the mechanics of making those choices are intrusive. (...)
Heh, I remember once purchasing a game called "The Operational Art of War", and getting kind of excited by the really thick manual. It had about thirty pages of just charts on the stats of the different tanks that took place in World War 2 era battles, and different upgrades and variants that were put on the tanks.If you like that kind of detail, try WinSPWW2 (Windows Steel Panthers - WWII edition). It's a free individual-vehicle/squad wargame. There's also a "modern" variant.
Then you start playing the game, and realize that all you control are little tokens that represent collections of 200 tanks at a time, and all you can really do is take your giant stack of tokens, and mash them into the stack of tokens of your opponent. All that supposed detail in the units, but you can't even separate the infantry from the tanks or tell one tank apart from another.
It wasn't very good. It was so focused on being historically accurate that I couldn't find many real ways to seriously alter the outcomes of the battle other than just not fighting.
Thanks, but I have too many games I'm already leaving to rot in my "to play" pile because of DF.
I kind of hate waiting on new versions, though. When the new version comes out, you're going to have to wait for the bugfixes for whatever new wacky crash will be put in with the new stuff.
Well what i was personally thinking about was sort of a mix between the keyboard commands we have now and mousecontrols. The mouse would bacically be used to move around over the map (like WC3), scrolling through menus and raising and lowering a number(which we have the + and -key for now).The mousewheel would be used to scroll between z-levels. Well, while i'm still at it I might aswell add the ability to designate a digging over multiple z-levels(no more designating 140 stairs just to get to get ur magmaforge some fuel).While mouse alternatives are always fine, some people will always prefer the precision of a keyboard. The best use for a mouse is to point to places on the screen that are not easily reachable in succession by straight lines, as the keyboard tends to do. Indicating zones/burrows/designating and the like in freeform rather than squares, for example. But we'll always need the keyboard for making exact designations.
Well what i was personally thinking about was sort of a mix between the keyboard commands we have now and mousecontrols. The mouse would bacically be used to move around over the map (like WC3), scrolling through menus and raising and lowering a number(which we have the + and -key for now).The mousewheel would be used to scroll between z-levels. Well, while i'm still at it I might aswell add the ability to designate a digging over multiple z-levels(no more designating 140 stairs just to get to get ur magmaforge some fuel).
snippity snip
(http://rpgforum.cz/temp/military.png)
snips
(http://rpgforum.cz/temp/military-uniformpopup.png)
snips and snails :o
Your new interface doesnt fit into dwarf fortress alot...
Everything is ASCII and should stay ASCII, tough a reorganization would be nice.
Is there something like this to Download?
ha Jiri Petru, I now know this isn't a mod but, can you make it a Total Interface Overhaul mod?Sadly no. Not without decompiling and recompiling the source code*(Ie, reprogramming the game). There is a mousefort mod somewhere around the forums though.
I am just feeling so awfully disappointed about the fact that devs don't do anything about these brilliant suggestions :(
The interface is coming. Maybe not in your lifetime, but it's coming
It's more of a gradual refinement that Toady doesn't want to spend much time on, which is a pity, because Interface could be a serious low-hanging fruit at this point.
low-hanging fruit
I'm glad and grateful for the enormous efforts and sacrifices that Toady One endures to put out the game. It's more than I am capable of, and seems fairly superhuman to me, to be honest.
At the same time, I can only guess that he's working on the parts of the game that just happen to interest him at the time. It's not a logical progression, because it's not meant to be logical, it's meant to be fun for him, so that he feels less pressure to get away from the game entirely.
Obviously, I'm being an apologist here, and I agree with the points being made, from a rational view, but from the viewpoint that this is a labour of love, and that it's meant to be less like work and more like fun, it's hopefully more understandable.
Toady One seems to be entertaining himself, by manufacturing entertainment for us, but he's doing so in a way that remains entertaining for him, in equal portions.
An object/entity-window would be a great addition for this I think.How do you represent modded creatures? Particularly ones with completely alien (relative to the vanilla game) body structures? The way you can lay out bodies, you can get all sorts of strange things going on.
So when you select an object or, for example a dwarf, you get an ascii art with matching colors and all
Should be feasible, except for artifacts and forgotten beasts.
Something like thisSpoiler (click to show/hide)
How do you represent modded creatures? Particularly ones with completely alien (relative to the vanilla game) body structures? The way you can lay out bodies, you can get all sorts of strange things going on.
I guess you could probably add it into the tags. But one problem with this is it sort of defeats the point of having everything in ASCII. Freed from the needs of graphically representing new additions to the game, Toady One can add all sorts of interesting things in and let a text description and our imaginations fill in the rest. Having to add in new code to draw any sort of new creature / object slows that down.
How do you represent modded creatures? Particularly ones with completely alien (relative to the vanilla game) body structures? The way you can lay out bodies, you can get all sorts of strange things going on.
I guess you could probably add it into the tags. But one problem with this is it sort of defeats the point of having everything in ASCII. Freed from the needs of graphically representing new additions to the game, Toady One can add all sorts of interesting things in and let a text description and our imaginations fill in the rest. Having to add in new code to draw any sort of new creature / object slows that down.
I remember that 40d had an unimplemented visualizer.
I'm fairly sure Toady's resistance to switch to anything beyond Curses was just his lack of desire to spend any more effort on it than necessary. If he started making graphics, he'd have to make graphics for everything he added.
For that matter, Toady's starting to hit the limits of what you can do with just 256 characters, since he has to start adding in "invert" just to make more use of the ones he already has for the minecarts.
I think that, at a basic level, we're getting near a point where he might start using "graphics sheets" that involve more than just one type of font (maybe including a split between worldmap and local typesetting) along with the fact that we have TrueType fonts, now.
Hopefully, something like what Stonesense has been doing will be included sometime soon, and we can start having multiple image layers on a single tile. That can mean we start getting status displays in-game by having icons hover over a dwarf. (For example, represent talking with a speech bubble, like in The Sims, which might hover between the tiles of the talking dwarves.)
Apologies if this has been suggested, I haven't read the entire thread.
One non-graphical item that is already in the game that could be spread to other menus is the way we can narrow the work order list by typing in part of the name (e.g. throne, copper, bone, etc.). If this were possible in the corpse and animal lists, for instance, then that would be helpful.
I remember that 40d had an unimplemented visualizer.
I'm fairly sure Toady's resistance to switch to anything beyond Curses was just his lack of desire to spend any more effort on it than necessary. If he started making graphics, he'd have to make graphics for everything he added.
For that matter, Toady's starting to hit the limits of what you can do with just 256 characters, since he has to start adding in "invert" just to make more use of the ones he already has for the minecarts.
I think that, at a basic level, we're getting near a point where he might start using "graphics sheets" that involve more than just one type of font (maybe including a split between worldmap and local typesetting) along with the fact that we have TrueType fonts, now.
Hopefully, something like what Stonesense has been doing will be included sometime soon, and we can start having multiple image layers on a single tile. That can mean we start getting status displays in-game by having icons hover over a dwarf. (For example, represent talking with a speech bubble, like in The Sims, which might hover between the tiles of the talking dwarves.)
If Toady could figure out how to use more than just normal ASCII, then we wouldn't have this problem...there's literally thousands of other characters he could use.
I like your "multiple image layers on a tile" idea, though.
One non-graphical item that is already in the game that could be spread to other menus is the way we can narrow the work order list by typing in part of the name (e.g. throne, copper, bone, etc.). If this were possible in the corpse and animal lists, for instance, then that would be helpful.
/snipShort: Opensourcing is not gonna happen.
After glancing at the OP, that topic is unrelated. That is a suggestion to change the form of development. My suggestion was to implement better GUI by letting select people create a mod that does what The Toady One won't, create an API for GUI revamping./snipShort: Opensourcing is not gonna happen.
Long: I suggest you read through the latest flamewar on this, (http://www.bay12forums.com/smf/index.php?topic=140124.0)it's been only 4 days since this has been discussed. Extensively.
I said READ through, not glance at the OP and come back and tell me why a gui api is different. because almost everything you can say about the topic has been discussed there. and you are wrong, it's NOT completly different.-sigh- Not really. Page six and I learned the following... The OP thinks realism and sandbox (art) are antithetic in spite of the real life being a counter example. He wants opensource and collaborative development in spite of The Toady One's desire to do otherwise. He wants frequent releases despite the increasing complexity. He wants Dwarf Fortress to be about bug fixing instead of feature development. And he wants less stone variety.
and lol, yeah. if a gui revamp is not going to happen, but we are going to solve the problem with wine. sure. why not build a dorfputer and run the game on it? at least that has been demonstrated to work. :)
There are a LOT of people who always want Toady to make DF open source, when he has stated multiple times that he will not do it, maybe not even post 1.0.I said READ through, not glance at the OP and come back and tell me why a gui api is different. because almost everything you can say about the topic has been discussed there. and you are wrong, it's NOT completly different....blah blah blah? blah blah. blah! blah blah, blah...
and lol, yeah. if a gui revamp is not going to happen, but we are going to solve the problem with wine. sure. why not build a dorfputer and run the game on it? at least that has been demonstrated to work. :)
Side note, why does everyone think I am someone else returned with a new account. What, is it that I know too much to be someone who just stepped in? Whatever... Trolls be trolling :P
There are a LOT of people who always want Toady to make DF open source, when he has stated multiple times that he will not do it, maybe not even post 1.0.I said READ through, not glance at the OP and come back and tell me why a gui api is different. because almost everything you can say about the topic has been discussed there. and you are wrong, it's NOT completly different....blah blah blah? blah blah. blah! blah blah, blah...
and lol, yeah. if a gui revamp is not going to happen, but we are going to solve the problem with wine. sure. why not build a dorfputer and run the game on it? at least that has been demonstrated to work. :)
Side note, why does everyone think I am someone else returned with a new account. What, is it that I know too much to be someone who just stepped in? Whatever... Trolls be trolling :P
Seriously, this is a thing. Click it. (http://www.wired.com/2014/07/dwarf-fortress-3d/)
Yes, I saw that a few days ago.Seriously, this is a thing. Click it. (http://www.wired.com/2014/07/dwarf-fortress-3d/)
Seriously, this is a thing. Click it. (http://www.wired.com/2014/07/dwarf-fortress-3d/)Yes, I saw that a few days ago.
Paraphrasing someone else, why hasn't someone simplified this massive debate so that new players can find the current status on the issue? I mean most of the threads are morons flaming someone for bothering to ask the question. Sure, the last time someone asked the question a flame war happened, but starting a flame war to prevent a flame war is hardly logical.
Paraphrasing someone else, why hasn't someone simplified this massive debate so that new players can find the current status on the issue? I mean most of the threads are morons flaming someone for bothering to ask the question. Sure, the last time someone asked the question a flame war happened, but starting a flame war to prevent a flame war is hardly logical.
Ok, You have a point there. There isn't a faq about it, just countless topics that the newbies are usually instructed to read when this comes up. And please understand that this and "why not multithread" comes up a lot, and the answer is always the same, and after the umpteenth time it's a bit annoying, that's one of the reasons for the flamewar...this week this is the 3rd time someone wants to beat the dead horse. damn, we really need a faq. :)
and wine:
No, virtualization is not the answer, especially not because the number one reason for fortress abandonment is fps death. virtualizing, starving the game of resources will make that worse. And no, there is no 100% efficient solution, that's a myth.
And if I understand right what you propose it has been already accomplished, it's called dfhack. there are lot's of UI tweaks that come with it, practically any memory structure can be manipulated/overwritten/whatever...IF you have the skill and the patience to figure out how to do it.You can think of it as an unsupported/unofficial API that tend to get broken with every new release.
"Trying to get Mathig to look."
I looked at it the first time and mentioned it directly in my post. Aside from my comment concerning it, it is irrelevant.
You mean aside from being exactly what you want, you mean?Trolls be trolling, enjoy the sewer water under that bridge!
You're not getting the semi-open source Thing you want. Deal with it.
Can we please leave the same old, same old open-source discussion?Literally I JUST...
Not only you won't ever get open-source, you don't even need it to create a better interface. In fact, I believe we already have all we need to create complex UI overlays. See this thread (http://www.bay12forums.com/smf/index.php?topic=140604.msg5473111#msg5473111).
I guess I'm just hoping that I'm not the first person to think of this, and that someone is already way ahead of me and about to release the alpha version, so I don't have to do research.THANKS YOU. Now, someone go post this (http://www.bay12forums.com/smf/index.php?topic=140604.msg5473111#msg5473111), and a link to the actual download for the latest version of StoneSense in the FAQ under the FAQ "Why is the interface so bad, when is it going to be updated?" Then we can finally put an end to this cursed endless rabbit hole. I sought; I found. Why not make it easier for those that come after? Unless we want MORE of these threads...
"Trying to get Mathig to look."
I looked at it the first time and mentioned it directly in my post. Aside from my comment concerning it, it is irrelevant.Paraphrasing someone else, why hasn't someone simplified this massive debate so that new players can find the current status on the issue? I mean most of the threads are morons flaming someone for bothering to ask the question. Sure, the last time someone asked the question a flame war happened, but starting a flame war to prevent a flame war is hardly logical.
Ok, You have a point there. There isn't a faq about it, just countless topics that the newbies are usually instructed to read when this comes up. And please understand that this and "why not multithread" comes up a lot, and the answer is always the same, and after the umpteenth time it's a bit annoying, that's one of the reasons for the flamewar...this week this is the 3rd time someone wants to beat the dead horse. damn, we really need a faq. :)
and wine:
No, virtualization is not the answer, especially not because the number one reason for fortress abandonment is fps death. virtualizing, starving the game of resources will make that worse. And no, there is no 100% efficient solution, that's a myth.
And if I understand right what you propose it has been already accomplished, it's called dfhack. there are lot's of UI tweaks that come with it, practically any memory structure can be manipulated/overwritten/whatever...IF you have the skill and the patience to figure out how to do it.You can think of it as an unsupported/unofficial API that tend to get broken with every new release.
Virtualization does have one flaw, and you named it. However it illustrates precisely the fix we need. The fix is to replace Dwarf Fortress's menu system, and map system, with a new map and menu system. The new one having better GUI, obviously. If Stonesense works as described, that proves the map can be overhauled. It literally is a map overhaul, and apparently it relies on DFHack which is even better. All that remains is the menu interface, and guess what? Dwarf Fortress runs entirely off keyboard inputs. That is where virtualization comes in. Or, more specifically, virtual key strokes. If building a masons workshop requires the input command b-w-m then so long as you can send Dwarf Fortress a virtual b-w-m independent of the actual keyboard, you can program an interfacing software that allows players to access the menu in a more fluid, natural, clean setting.
This, is where WINE comes in. WINE IS NOT an EMULATOR. Wine converts inputs(well rather it converts outputs directed at the Operating System, but it demonstrates my point) from a windows system to a linux system, and consequentially doesn't use a massive amount of overhead. http://en.wikipedia.org/wiki/Wine_(software) There is also the example of Botting and Macro software. These software types often convert single keystrokes into multiple keystrokes. For example, ISBoxer is a multi-boxing software that allows players to manage dozens of separate EvE programs simultaneously with the same effort as one program. The problem, is that I, personally, didn't develop WINE or ISBoxer, or any other virtual keyboard input software personally. So where-as I know it will work, I don't know what code is needed. Something like /send keystroke('b') dwarffortress.exe but the devil is in the syntax. It probably be best found by locating the developers of WINE etc. and asking them. Or I could open up WINE (which is open-source) and look around for it myself.
I guess I'm just hoping that I'm not the first person to think of this, and that someone is already way ahead of me and about to release the alpha version, so I don't have to do research. Or maybe that I might find enough support to have someone else solve it for me. Do I have any volunteers? Or am I not only the first person to think of this, but the first person to think of this who has any motivation to do it. -sigh- I'll add it on my list. Thanks all! Your motivational speeches really work... *grumble grumble*
For example,
Avron Zeronozada
Male, 126
Married to Obakhekh Otoderozera, 2 children
Fishery Worker, Proficient Fisherdwarf
Civilian, Striker
Dreams of creating a great work of art.
Owned Objects: 10
No rooms.
"I'm doing alright".
Instantly I know he needs a job change to an art profession, should be assigned a larger bedroom because of his family size, and all of this replaces the main profile page, which presently, following 'most logical format possible', is...
(http://i.gyazo.com/942afeae857348fadea3d55ad5e6aa49.png)
Your eyes slide off this black space -every time- you are on your way to another screen in the profile. How many times have you selected a dwarf to see how many rooms he's assigned? How many times was this page just a pop-up box to be dismissed on your way to the personality profile? Which, most logically, should be shown here?
I have some ideas, but if anyone wants a mockup then I will need instructions on how to post images to the forum.