Zwiebelchen
Hosted Project GR
- Joined
- Sep 17, 2009
- Messages
- 7,234
So here's an idea I had when thinking about new unique ways to design custom WC3 UIs.
Instead of going the way of Fullscreen inventories by applying the usual hacks to move elements in front of the camera (which will always have the drawback of getting slow due to synchronizing data in multiplayer), how about adding a UI as some kind of "ring menu" when clicking on something?
Example:
It would be very simple to create an "item interface" when selecting (left clicking) an item on the ground. We can create a box-shaped model on top of the unit and use floating text and more dummy units to add buttons to the item UI. (like "need" or "greed" for a MMO-style looting system).

In the same style, an inventory or shop window could be created as a ring menu next to the clicked unit.
A panel-based structure for this could be amazing.
This basicly does the same thing as a fullscreen system, but it circumvents the usual issues that these systems have - and its actually pretty cool to use anyway, because every menu is always immediately associated with the object in question.
Instead of going the way of Fullscreen inventories by applying the usual hacks to move elements in front of the camera (which will always have the drawback of getting slow due to synchronizing data in multiplayer), how about adding a UI as some kind of "ring menu" when clicking on something?
Example:
It would be very simple to create an "item interface" when selecting (left clicking) an item on the ground. We can create a box-shaped model on top of the unit and use floating text and more dummy units to add buttons to the item UI. (like "need" or "greed" for a MMO-style looting system).

In the same style, an inventory or shop window could be created as a ring menu next to the clicked unit.
A panel-based structure for this could be amazing.
This basicly does the same thing as a fullscreen system, but it circumvents the usual issues that these systems have - and its actually pretty cool to use anyway, because every menu is always immediately associated with the object in question.