Latest Why am I doing this? Unlocking the potential of Human/Machine interface is just a bit of a topic of interest for me. This game is going to be complex in a very large scale. This is not a traditional game. A traditional GUI is not going to cut it. I think a good GUI can make or break a game. I think the community really knows what its talking about. I think if we can distill down our ideas, and polish them, we can present Uber with some very well thought out solutions. At least reach some sort of consensus on our top features. About me: I'm a professional 3D modeller working with really expensive software. I've also played a lot of FAF and SC2 in my spare time (as well as watch many replays from both). I hoped to take what I learned from my job, and both as a player and viewer of eSports. Here's how I see it working... All "Panels" should be moveable. (So let's just ignore my placement). All GUI "Panels" can be hidden. Don't like the production manager? Close it. Don't like the Unit Orders panel because you know all the shortcuts? Close it. Don't like a projected view? Don't toggle it on. I am hoping to take in your feedback and suggestions on how to improve this. This is just the initial bits making it down on paper. I would like you to carefully consider the "Production Manager" on the left side. As this game matures, we will be playing larger games. You have multiple fronts, multiple planets, and many production facilities. I really believe this will become invaluable. I have chatted to a certain Caster. The lack of a "production manager" contributes to "omg, where did that experimental come from?" moments in casting. Something like this allows the caster and the viewer to see what is happening on the macro-scale, the same way it does for a player. ChronoCam/Units of interest. Having read forrestthewood's blog post on ChronoCam tech, I think this might be possible... The ability to "tag" a unit in production as a favorite. This "favorite" can then be part of the notification system. For the player: "Computer, I want you to tell me the moment my orbital launcher is done." For the caster: "How is he stalling energy? Let's look at his production". or... "I want to track this very proxy artillery piece". It then gets tagged, and when it dies, the caster knows it died, and can do an instant replay. V0.01 V0.02 I'm dreaming big. Come dream with me So with that out of the way... Let's just focus on the features of this GUI, and how each feature is represented. And maybe look at how I have categorized grouped similar functions together.