Alt menu#19
Conversation
The art work on this one will need to be replaced.
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Added an example Todo. |
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@nabaco My hand drawn art is not anything exciting to look at, so be warned. The interface is the same that you will have in any other base, ie: mouse navigation, with hot spots on the screen. In this image, there are two hotspots. The infotainment screen on the wall, and the door. When clicking on the infotainment screen, you are brought to the "About" Screen. This will give a little bit of light reading on the game of Vega Strike. Ideally pre-rendered with hot spots for exit, "History" and "Credits" Clicking on "Exit" takes you back to the room. Clicking on "History" Brings you to the history of the universe. This may be a longer document, so there might have to be PgUp and PgDn buttons too. So, that's the infotainment system. Pretty anemic for the time period we are aiming for, but it's extensible Back in the room, the door's hot spot currently says exit to mission computer, but could say anything like "Back to work!" or whatever. It provides consistency with the rest of the game, and most importantly for me looks good on all resolutions and text sizes. |
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Hi @HeadClot, you were looking for some artist work. Could you possibly help us out here? |
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Are you talking some kind of skin with a viewer? As an alternate to graphic lobby? or as a standard commerce interface? |
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This looks really interesting.
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Ah, just to test it... The vegastrike engine allows you to set a custom mission. So, on my machine, I run this: |
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We could, of course change the art quite a bit. I was playing around with some generative AI art, this is just a proof of concept. |
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Thinking about this some more, I can screenshot the current information and credit screens, and pay homage by having the original vegastrike graphics displayed on a screen in the "base" which is your room. The only real loss here is the campaign information when you start a new game, but I can also screenshot that, and just make the information available. Unfortunately I don't think there is an easy way to make it start a new game, though. Unless I am missing something. In short, if this is something you might consider using, I can devote some energy towards it and polish it up. Once we have consensus that this is what we would like to go for, we can change the default mission that the game starts up in to this one... and then finally scrap the main menu interface if there are no objections. |
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A couple of comments:
I think this should wait until we have a better GUI infrastructure. I can push through most of your issues but that would take time I'm not sure we want to spend right now. If this can wait, let's open an issue referencing this PR and close it. |
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The more I think about this, the more I agree with you that it would be better to just fix the overlapping text in the main_menu.py. I have made a comment to the issue that I put on the engine that covers this, however the issue should probably have been to the Assets, as that is where main_menu.py lives. |









How does one add a ToDo to a PR?
The art with this one is terrible, but it should get the point across.
The computer is also a better interface as it works on all resolutions, it looks pretty OK, and it's the one you will be using the entire game through.