[UI] FE - Main User Interface

https://forums.elementalgame.com/411455/page/3



Streamlineing gamer's task to intake information is crucial for an engaging gameplay too. Let's see what we can do to streamline the main UI screen.
 
Have you ever found the following happened to you in many different TBS games?

1. Too much mouse clicks and mouse movement to play, esp bad with many cities

2.  You saw the thing need your attention after you click end-turn, but before you start your turn. You've hard time finding it back after the turn starts.

3. There are so many units in the main screen, it is hard to check out all of them. I need to click on them, move the mouse down to see their detailed stat.

Then, repeat this again and again.

4. There are the 'next city', 'next hero' shortcut key, but you never know which one is the 'next'. The next one is usually not the next one what you care about.  

The main screen just jerks around.

The list goes on and on...

 
From the above screenshoot, and the description below, hopefully FE will get the most reasonable layout in terms of no hassle user experience.
1. List of Circles
"You can also see the mouse over for the cave bear which reports on his moves, attack, defense and hit points. If the player wants more 
information then that you can click on the bear and see more detail."

This is good, but it can be doing better. Here is my suggestion, hope that will work well. Right now we have highligted the Guadian Statue
 (** I've used a different screenhot in this post, Guadian Statue is Imperium instead in this post), if I want to check out what are point of interest
 in the screen, I need not to move my mouse to hunt around for the bear; nor do I need to screen the whole pretty (but cluttered) screen for the cave bear.

The cave bear 'circle' should also be placed next to the huge Guardian Statue 'circle', slightly above the character 'G'. It look similar to the 'circle'
 above the 'H' in the second screenshot.

Therefore you've a belt of circles around this left bottom area that display friendly/neutral/enemy unit. There should also be a left & right arrow
 to scroll thourogh this list of circles. Using keyboard key left & right arrow to scroll too. When scrolling, the map shows the same area, it will
 not put the focused unit to center.

2. Pinned bar for City/Circles/quests and other interests
Any unit/city/quest/circles, friend or foe, can be pinned by gamer if needed. It will stay there until it is unpinned. Cities/Quests/Champions/Soverign
 are automatically pinned, until gamer remove the pin later. (Think and copy Windows 7 taskbar) There is an up & down arrow adhere to the top/bottom
 of the list to scroll, especially useful if the pinned list got too long. Use up & down keyboard key to scroll the list. And the Map will redraw & center 
on the pinned item in focus, showing its surrounding.
This bar/ribbon can contain unlimited number of points of interest. Even if there are too many items and being hiddened at the top-left, pressing 
the up/down button will always get them back.
Just like now, it will be categorized by Cities/Units/Quests. Right to these wordings, there is button allow us to sort the Cities/Units/Quests,
 maybe by population. We can add more 

3. Attention light/indication, to see what was changed in previous turn.
In most TBS games, we need to sit through the other players' turns to see what was happening. I want that changed, by the use of Attention
 indicator and the Pinned bar.

When I click END TURN, my next turn happens immediately (while AI doing stuff in background). The central map does not move around at all
. It stay where it is. If there is some enemy moving around in this particlar area I see it, but not at anywhere else. When I click END TURN, I focus
 at what I see here only.

HOWEVER, after my new turn starts, a "!" mark will be shown next to each units/cities that detected there are changes around them, within their
 line of sight. First time I cycle thorough the "!" will replay the animation of what they see after I end turn. But it is only the first time that you see the
 animation. And you choose when you see it, and exactly where it is in the minimap.

4. News section
Inevitably, things happen outside what I've pinned after I end turn. Let me call this things news. This include enemy units, or spells casted in
 the area within your non-pinned unit's line of sight. These news will become an unpinned item on the Pinned bar. If gamer choose it ignore them
so be it, it will be gone next turn.

Side topic
5. I don't see there is waypoint movement system in the main post. Pls implement waypoint (google map like) to streamline movement. 
Automove after End turn is pressed. If it is with direct contact with enemy, the fight starts at the 'tactical combat' phase when next turn start.
 All combats start at the beginning of next turn.
In short, I can use only the keyboard key 'enter' to end turn, then up/down arrow to see things that I care about. 
Use left/right button to browse whatever exist around that area. 
 I really wish this kind of smooth play.  I no longer want to feel 'lost' playing huge maps.
11,151 views 7 replies
Reply #1 Top

I think I like your suggestions, but I'm not sure since the text disappears to the right

 

You're definetly right on 'attention indicators'. Every RTS worth its salt has an audio & visual alert (StarCraft: *beepbeep* Our units are under attack) when your units get attacked and it's crucial so you can react quickly.

 

Having steamlined userinterfaces is a requirement for me to play a game. If the UI sucks or is non-intuitive then I don't play it. See Dominions III for an example. I shouldn't have to read friggin guides on how to PLAY THE DAMN GAME!

 

 

You're from HeavenGames Age of Wonders section huh?   I remember you ;)

Reply #2 Top

Great that you like it!  Not sure if anyone else like my suggestion above.   This thread is kind of quiet...

Nowadays  I cannot spend any second wasted looking at the screen when I am not thinking about what move to take next.  Long unit animation during the game... I cannot tolerate it anymore.  I hope the dev kind of understand the concern I've with UI.   I hope to play this game years and years later.

Remembered how many times when look at the same sword swing again and again, and then again when I play a game (if it is good).  It get me very annoyed still.   Options to cut short any animations that I've seen over and over is a must, both in  in tactical combat or global map opponent turn.   Get me less annoyed due to repeating animation is very important for me  to play any game nowadays.   I really enjoy seeing them the first few times, but probably not much afterwards.    By "afterwards", it will mean years after the game is published.

I am not sure if I the majority or minority on this UI.  Maybe I've play this type of game too many times and my sentiment is off-based.

Good,  my Climber's mod in old days has some effect, you still remember.  Thank!   Yes, I was a the same Climber in AOW, AOW2 and AOWSM, lol.

Reply #3 Top

I got a hard time thinking of anyone not liking your suggestions. Making the UI better and giving you more (optional) information is an easy sell.

 

Seeing the same animations again and again, it really depends on the game and how it's done if I find it boring or fun.

 

Animations done bad:

Age of Wonders: Shadow Magics Dark Elf archers are a prime example of slow animations being boring to watch. Those three arrows took like five seconds to get effect. Then if you have more than one archer..:annoyed:

Then again, the Monks were the same deal. Took forever for them to fire. But it was annoying just because if you had several of them then it was a chore. If you then had several armies involving Dark Elf archers and monks....:S

 

Animations done good:

Heroes of Might & Magic V got animations which all take a maximum of three seconds AND are cool to watch. Never grow tired of'em.

Then we got the 'Cinematic Cam' where the camera zooms in from a special angle so you can see the attack up close. THIS is REALLY cool!   Especially the Dark Elf Blood Fury. First time I saw it a week ago (excepting back in 2006 when I also played it) I were like: "WOW!!  COOL!! ".

But then again you most likely only got one hero fighting all the time so it's not endless repetion like in Age of Wonders.

 

 

I haven't tried your mod. Didn't recall a mod with that name O:)    I tried Dwiggs though (who didn't??)

I just remember you since you were active a lot. Makes me consider starting a PBEM in AoW: Shadow Magic on this board. You, me, Bellack and a few others. A Russian group hexedited the game and fixed a bunch of bugs. Should be compatible with the latest unofficial patch. Never played a PBEM though....

Reply #4 Top

Really glad that I am not alone!   HOMMV has great animation that done well I do now remembered; but it is not enjoyable enough that I've loaded a million times like AOWSM, lol.  

Maybe this suggestion is not controversial (everyone like it??),  so there is no discussion after 140 views?!  This idea forums does not seem to be totally dead, how come no other reply?  hehe... nevermind.  Just need to push it to the top of the forums so devs can consider/implement it.   I guess the changes are relatively easy for them.   I am more interested on why this kind of implementation is not done (if it will not be done in FE)

My mod pre-date Dwiggs.  Admittedly, it is not as good his.  Yet, I did enjoy a few months for being the top downloaded mod.  Talking about old times, exciting times.

I believe I won't have time doing a PBEM nowadays, at least in a foreseeable month or two.    Where is the hexedited version?  Got to grab it.   PM me for a link, please!!

Reply #5 Top

Nice post :) when I think about WOM or FE I think the world is full of good ideas and has a nice look but I only wish the game will have a better UI because I get annoyed sometimes in how bad some things work.

Some preview options like mouseover highlight and preview of travelroute and traveltime ...etc. are really needed and should be easy to implement. I totally agree that the streamline option is not too good (I handle my units by hand and geographically thus not using the UI at all exept the view enemy units in your territory button).

I had a request for UI features too (https://forums.elementalgame.com/411336) and some replies have been like we requested the same UI feature in the beta and nothing happend :(.

 

By the way is it possible to change your post that everyone can propperly read your suggestion??

Reply #6 Top

forjoe, I can perfectly saw my post.  The text just warp around automatically at the right hand side.  But since you are 

the second one who say you can't read the right hand side , I've manually put an 'enter' at the end of each line.  

The effect on the look of the paragraph is strange, but at least you and everyone can read it... I hope

 

I've checked your UI feature suggestion.  I agree with you totally.   Without travelroute (I've called that waypoint before),

managing over 30 moving units per turn is no fun.   This is really a minimum basic feature for any TBS game.   I have no idea why

it was not in EWOM already, as SD saying that they pride themselves in the UI department.   This is really a minimum 

requirement for any games who claim to be 'epic',  unless they mean epic clicking...

 

Anyway, hopefully all UI suggestions above will get into the game.   If any of these suggestion don't get into the game, I wish

they have even better methods to streamline the game  (afterall, I am just a paying, non-professional gamer).

We gamers come here to play, but not to do the mandune mouse work.    Careful consideration on how the game should flow

it crucial to reduce frustration when we play.

 

On a somewhat related UI topic, I've heard from other post that there will be some kind of Multiplayer support.  I've not play

MP due to everyday time constraints.  However, one of the most notable reason that I won't play is inefficient UI that causes 

player waiting too much .   I believe that my OP (& waypoint) should minimize the time wasted clicking around.   Just some food for

thought, but will be delighted if I garner FE developer support.

Reply #7 Top

Is the FE interface going to be mod-able?  I'm not crazy about the interface yet so hopefully SD will allow others to make it better ala World of Warcraft, etc.