Friday, April 13, 2012

Interface improvements for SupCom2

[:1]I hope/wish that GPG will continue to improve the UI in its engine for KnC, and also patch in these improvements for SCom2 along the way. Make the wheel better, and dont reinvent it or cut it down :)
(eg. implement rebindable hotkeys properly this time, mod and map support, etc.)
Unlike many other things, UI is something that can be standard across all of GPGs RTS games, so it makes sense to share improvements.|||More information in unit description. Starting unit health & shield in unit description. Special abilities, researchable and otherwise in unit description.
issuing attack order then Shift + paint attacking should keep the first manually targeted unit.
More unit control abilities like "Hold position, hold area, attack at will, keep max distance" etc.
Button/shortcut to hide auto-grouping icons to select units underneath.
Off the top of my head.
edit: Show the buffs currently affecting a unit. Research-buffs, temporary buffs with time left, veteran buffs, etc.|||I really hope they leave the UI out of the engine this time, or at least give the possibility to override the code in the engine with LUA UI code.
GreetZ ThaPear|||Bind the king to space bar. If he is the most important dude he should be easy to selelect quick. Also Left handed only hotkeys are made of win.|||Headless|||scotchtape622|||Spacebar is for rotating the camera. That's what it has been for all SupCom games (not sure about Demigod though).
But I do want rebindable hotkeys.|||X-Cubed|||Ok, so all release Moho games have spacebar for rotating the camera. I don't think GPG is going to change that anytime soon.

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