Closed kylekellogg closed 10 years ago
This is a really good point, @drmanitoba. I spaced on us needing dynamic text for values like money and possibly time. I thought we could simplify and be able to use 100% static text copy.
As far as the ideas you've proposed, I think they're both good. So far only money should need dynamic text (e.g. build/upgrade status we can use a progress bar, status of building we can use progress bar for health, alerts can be simple, programmatically animated images, etc)
Instead of a collapsable menu, I propose having the statuses be tied to the plots/buildings and only shown on hover. For Alerts, those could also be tied to plots (or the plots themselves) and animate as a blinking red overlay or whatever.
If we do have to do a collapsable menu, I know the maths for it as I've had to do them before. It's a bit funky, however, so if we can stick away from it we'll be better off.
I'm looking into the dynamic 2D text presently
Looks like we'll have to use some GUILabels to do this. I'm not a huge fan of them, especially if we ever want to use a custom font, but I'll set it up so that we can use these.
Need to understand what our needs are for the game HUD. I have a placeholder for the money, but need to understand better how to do live text labels, and then I can read in the value we're updating in the MainController. What other HUD components will we need? Here's a few ideas:
Any others?
I would imagine the first two would be hidden inside a collapsable menu since having them on screen at all times might make the screen very cluttered, but I assume doing such menus is more complex.