OK, so I'm sitting down and trying to get the major screen for our new UI revised and ready to be implemented (once the rest of the code is done at least).
The easiest of these is the Stores screen. What I've aimed to do with the updated UI is to:
1) Make it clear why it doesn't do anything until you capture / manufacture some items.
2) Stop it being quite so overwhelming.
As such, there are three "sub-screens" in the design.
http://www.xenonauts.com/devimages/stores1.jpg
Screen 1 is what is show if there are no items in the base stores. Pretty self explanatory really.
http://www.xenonauts.com/devimages/stores2.jpg
Screen 2 is the "Sell" screen, which is shown by default when you load up the screen and there is something in the stores. This has all the functionality of the current stores screen, but minus the awkward columns for Transfer also shoehorned in there too. The base is selected by the dropdown in the top left corner.
http://www.xenonauts.com/devimages/stores3.jpg
Screen 3 is the "Transfer" screen, which is shown when you click the Transfer tab in the "speech bubble" menu in the bottom left. Again, this has all the info you need to transfer items from one base to another without the extra columns from the Sell functionality mixed in. The bases in question can be chosen from the two drop-downs.
Overall, I think the changes are pretty simple but they should make the screen both prettier and more intuitive. Hopefully I'll have the updated Personnel screen later today too.

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