[sldev] Re: New Viewer Shell Proposal

Chance Unknown chance at kalacia.com
Wed Aug 22 17:51:43 PDT 2007


UI enhancements:

1. make the root window less cluttered. i actually want to see the
things people create for us to view. SL is all about the visual, if i
want chat, i can use IRC.

2. implement tear off windows that float outside the root window area.
anywhere outside the root window area - like on a second monitor.

3. implement docking toolbars that can be positioned by the user.
again, anywhere outside the root window area when floating and not
docked - like on a second monitor.

4. implement widgets that are consistent so that it behaves uniformly
for all uses. stop hacking up a widget to make it have a behaviour
change that is specific for the single instance causing the widget to
behave improperly in other places.

6. test it before you release it.

7. test it again before you release it.

8. dont change it just cuz you can. every time you change the design
just cuz you can, it shoots handicap accessiblity macros to shit - my
little double amputee complains. if you have to change it : document
why - cuts down on "cuz i can"

On 8/22/07, Lawson English <lenglish5 at cox.net> wrote:
> Argent Stonecutter wrote:
> >> Its ironic that you want a GAME (or virtual world) to look like the host
> >> OS. IIRC, Apple's human interface guidelines always made a specific
> >> exemption for games interfaces because the need to present an interface
> >> consistent with the game overrode the CHI guideline of presenting an
> >> interface consistent with the rest of the system.
> >
> > The parts of the game that we're talking about are not game
> > components, they are building tools, instant message tools, and the
> > like. We're not talking about replacing the game controls (like the
> > chat bar and button bar) with native controls. We're talking about
> > your inventory, the editors, chat windows, and other meta-VR controls.
> >
>
> Even (especially) those should present a SL-specific look-and-feel.
> Immersian isn't just about building tools but about menus as well.
>
> In the long run, HUDs should be able to access the widgets on the client
> side and use the client's own control-tracking to provide input back
> into the game. DEFINITELY, you want HUD-evoked widgets to look more
> SL-ish, and at the same time, you should allow SL to look more in-tune
> with the world view. A fun option wold be to allow Windlight to set
> options that affect the appearance of the client-side GUI for a vastly
> enhanced immersive GUI.
>
>
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