Showing posts with label ui. Show all posts
Showing posts with label ui. Show all posts

Tuesday, April 14, 2020

Year 20 - Day 105

So I haven't posted many screenshots recently so here's a look at what you might see when you're getting ready to do something with one of your ships that is On Station in Star System. The green square indicates where you are, which is in the same square as a terran type planet. The red square is where the mouse is hovering over a Ferrinian type planet and you can see some information about it near the middle of the screen.

On the left is the list of actions you can do at that moment, including a quick list of major things in the system that you can quickly set a waypoint to. It does not include minor objects like moons or asteroid fields or comets.

Each star system is 75 by 75 squares and is divided up into 9 sectors for reference purposes. The map is draggable with the mouse or you can click on the smaller sector grid to quickly scroll to that sector.



Last night I completely wrapped up the Comet Harvesting code and tested it out. You first have to find a comet, after which it may go out of phase, but they are usually in phase for 25 to 35 days before they go out again. Then you move to the same space square and initiate Harvesting from the action panel as long as someone has the Piloting skill on the ship. You can also have the Captain, Science Officer, or Specialist with the Mining skill to help out, but that is not necessary.

At the end of the 8 hours, a skill check is made for Piloting and Mining. A critical pass on either one will boost how many Monopoles you find significantly, while a Pass on the mining will boost it by 10%. A critical failure will cause a 10% loss but no damage to the ship since this is considered more of a low level risk activity. Below is a sample report from a comet harvest.



Sunday, June 24, 2012

Year 12 - Day 175

I'm still working on the manufacturing system, and I also got side-tracked with a UI design overhaul.  UI design is extremely painful for me since I don't think I have a very good feel for what's attractive or what colors go with what.  Eventually I'll have to hire someone that is artistic to completely redo it, but for now I think it's better than it was.  See the screenshot below.

I've also started working on Mining, and the first deposit has been created in the database.  Next I'll have the colony that is on top of the mine extracting minerals from it, and then I'll work on the GM tools to place new deposits.


Tuesday, March 29, 2011

Asteroid Fields and UI

Lots of work today on the ship interface for asteroid fields. I'm pretty much done with landing on an asteroid and scanning asteroid squares, other than adding a check to see if the crew member associated with each action gets a skill bump.

I also did some work on adjusting the layout for the ship screens, since I wasn't really happy with it yet. I'm still not completely satisfied, but it's better. I generally like to go with a nice clean interface that isn't cluttered up with a lot of noisy objects, and sometimes I have to remind myself of this like I did tonight.

I've also made myself a major to-do item to harden the code around setting new actions for ships, since I discovered several security holes that would let someone get their ship severely out of whack in the database. Mostly this just involves not trusting the input coming in via the GET or POST actions.