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[FFF#169] Blueprint GUI Suggestion (image example)

Posted: Wed Dec 28, 2016 12:23 am
by Ragnaman
Drafted a sketch to add subjective improvements to what i saw in FFF #170

Why: I foresee that players will generate a metric ton of blueprints. At least 50. There must be a way for the player to create his own personal filters. I think the image shows everything I want to convey.
blueprintUI.png
blueprintUI.png (61.65 KiB) Viewed 510 times
Detailed thoughts:
This would allow the player to categorise his "treasure trove" of blueprints.
How many times we have started a new game and wanted to just drop down that smelter chain and that chain of boilers+steam engines. I would create a category called "Tier1" and drop my early game blueprints there so i can at least build ghost versions of them. I would not have to spend 30s to look for these Tier1 blueprints in my sea of 50-100 blueprints. Best part is the categories can be named by players.


Of course, I trust you guys got everything covered and will create something awesome.

Re: [FFF#179] Blueprint GUI Suggestion (image example)

Posted: Wed Dec 28, 2016 12:35 am
by justarandomgeek
Ragnaman wrote:Why: I foresee that players will generate a metric ton of blueprints. At least 50.
Indeed, I've got a project that's already over a dozen prints by itself, and that's just the first stage...

I love this layout!

Re: [FFF#179] Blueprint GUI Suggestion (image example)

Posted: Wed Dec 28, 2016 12:54 am
by Ragnaman
Expanded for scalability (imagined what if there are a 30 player session)
However this would lead to a bit more clicking when playing with only 2-3 pals in multiplayer.
blueprintUI2.png
blueprintUI2.png (76.06 KiB) Viewed 494 times