![:P](http://public.gamedev.net/public/style_emoticons/<#EMO_DIR#>/tongue.gif)
I've finally finished the basics of the galaxy map rendering logic. I've decided to use billboards for the stars (and omit drawing planets as you can't see them anyway) at this zoom level. When you select a star, it will transition to solar system view, and as it auto-zooms into the star, it will fade out the billboard and fade in the actual star (eventually I'll use the god rays shader technique from GPU Gems on max visual settings or on the XBOX 360).
Anyway in this screen it will show an overview of the solar systems, as well as any units travelling between solar systems (that you are aware of), as well as any 'probes' sitting out in space (you need probes to see your enemy's movement).
The game is designed around the XBOX 360 controller (mouse support is easy enough to figure out), and here is the controls for the galaxy map:
Left Stick: Rotate galaxy from the center
Right Stick: X/Y plane camera movement
Left Trigger: Move Backwards (Zoom map out)
Right Trigger; Move Forwards (Zoom map in)
Anyway, at this screen the player will be selecting a star or unit to jump to, and I have a few ideas on how to do this, but none of it sounds very usable. My idea was to have a mouse show when you hold down the left bumper, and move the mouse with the right stick to select an item. If more than one item is near the mouse, it would first show a 'choose' screen to select which one you meant to pick. Another idea is to have a standard' selector' icon that can be positioned with the DPad but that sounds annoying too. Does anyone have any ideas on a nice natural way to allow selecting items on this screen?
Here's the reference video for it:
http://www.youtube.c...h?v=C68VJiVXu9M
Any input would be greatly appreciated (on the UI, obviously my art sucks, but I have two local artists who are currently drawing some assets for me).