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Topic: Demo 5 Interface |  |
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Darren_McGuicken Clash of Civilizations Diplomacy Coding
Dec 1999
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posted January 21, 2000 08:41
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I'll be posting a proper demo & grabs to show current state of play for model interfaces in Demo 5 a little later this weekend...In the meantime: Call for artists! Although not strictly necessary for a functional Interface, appropriate pictures, backgrounds & icons would spice them up nicely! Anyone up for it? Specifics of what's needed will hopefully become apparent as model coders make it known what their interface will consist of... To model coders! If you could give me a very quick rundown of what kind of interaction you see the user having with your model, I'll check if the current Image, List, Button, Slider and Text ClashComponents are sufficient to do it! Also, how will we work model-specific interface coding? If I just make it clear what ClashComponents can do and post a demo & source (for DiplomacyUI), can I leave it up to specific coders to go ahead & do their own thang? Would some kind of gneric template code come in handy? |
Mark_Everson Clash of Civilizations Project Lead Canton, MI, USA b.02-15-99
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posted January 21, 2000 12:32
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Darren:I think your only responsibility is to produce enough containers and widgets to Allow implementation by others. After that, it's their problem... I do think that templates and examples would be very handy. If we can figure out what we want on diplomacy early, perhaps that can be a good example for the other coders. |
Richard Bruns King NC, USA Nov 1999
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posted September 22, 2000 23:05
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For Demo 5 we need two tech interfaces: The normal game interface and a "debug mode" that shows all tech data so we can diagnose problems. The debug mode will basically be a huge list of detailed numbers, so I'll concentrate on the player interface.For the normal game interface we will limit player interaction to the historical abilities of the rulers. We are assuming an ancient civilization, so I think the following data would be appropriate: Tier 1 techs are simply not shown. Tier 2 techs are sometimes shown if asked for. Tier 3 techs and applications are presented if asked for. Tech Tags are always presented, and are the main focus of the presentation. There should be a quick overview of tech in the main civ status screen. This would have a basic summation of tech prowess, with quick descriptions for anything really unusual or important. This way the player should see any problems or advantages quickly. If no quotes appeared and the overall analysis was fine, the player would know they could ignore the tech system for a while. For more detail, the player clicks on this box to go to the tech overview screen. Here, info is displayed as follows: If no standard of comparison exists, the topic is not shown. For example, if you don't know about the infrastructure of any other civ, you won't have any standard or ability to analyze things and your people wouldn't even think to analyze them. After a while, changes will be reported for some topics. For example, the advisor might say, "Our water systems are better than they were in our fathers' generation. If you know enough about another civ, you are given comparisons. For example, "The Parthians have much better cavalry than we do." To present this data, I think that we should also use the "advisor" approach where all data is presented as communications from some official. This could be pictographic when presenting overviews, and quotes when giving details. The pictographic could be something as simple as thumbs up or thumbs down. (Are the forum icons public domain? They would be a good temporary measure until we get an artist to do something better.) So when you looked at a list you'd see something like this: Farming:  Government:  Infrastructure:  Military:  Clicking on a part of the list would bring up a more detailed message and possibly a recommendation, like:
- Our ability to grow food is atrocious! The barbarians feed themselves better! We should capture barbarian slaves and make them grow food for us.
- Our government systems do not seem to be working very efficiently. Our allies are doing better with their government, so we should ask them what to do.
- Our methods for building infrastructure are about the same as everyone else's.
- Our military units are the best in the known world! We should exploit this advantage while keeping our secrets to ourselves.
So how does that sound? Obviously it's a rough draft, and if anyone else has any other ideas feel free to post them. |
Richard Bruns King NC, USA Nov 1999
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posted September 24, 2000 00:07
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I think we should also work on the interface as we fix the model structure. Working with the interface forces the designers to think in terms of what the player will want to do, and they can analyze the system in that context. The player should be the main focus, but if we are not thinking about interface the player can get forgotten. The interface goals can give a new perspective.After posting the tech interface plan, I realized that the tech system did not have all of the fuctionality I described. There were no plans for the voluntary trading of knowledge between civs. While that is easy enough to add, it is inexcusable that I did not have it in there before. |
Mark_Everson Clash of Civilizations Project Lead Canton, MI, USA b.02-15-99
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posted September 24, 2000 07:58
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Great Point! I'll include this in the "Big Issues" thread, or you can add it yourself... |
Richard Bruns King NC, USA Nov 1999
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posted October 22, 2000 14:48
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I have an idea for the interface that could do a lot to help the micromanagement:Most games like this have rather primitive interfaces. It is often very hard or time consuming to get basic data about your civ. So I propose that we take advantage of something that is proven to be an effective way of managing complex things: A database. I think a database would be a good way to deal with a big, complex civ. We should be able to make a QBE interface that allows players to quickly and easily discover important info about their civ. They could sort mapsquares by population, infraclass quality, research generation, garrison troops, or any other game feature. This could be used by both the player and AI to spot potential problems. For example, sorting the squares by unhappiness and police presence would quickly make a list of the places most likely to riot. Or the player could use the database to sort the squares by population density and quality of medical infrastructure to see what places are at the biggest risk for disease. With a good database, the possibilities are almost endless. I think the player's ability to query almost any information would make the game superior. I think it could also help the AI. This kind of sorting could quickly alert the computer to potential problems, and it should take less computations than checking squares individually. It could also allow the player to define custom AI governors. The player would order the governor to do certain database queries and act based on the lists generated. Obviously it would take a bit of work to set up this database structure, but I think the interface rewards would be well worth it. The player would have a quick and easy way to obtain virtually any data about the civ. Now all we need to do is find someone with experience programming databases, preferably databases used by business or management. I wonder where we could find someone like that  So what do you think? Would this work, or am I comparing apples and oranges? [This message has been edited by Richard Bruns (edited October 22, 2000).] |
Stuff2 Warlord
Sep 1999
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posted October 28, 2000 09:26
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I like this database idea. The only problem is that a database can be very large (and consume alot of diskspace) but it's surely a good way if you want fast reliable computations.Since i have some experience of programming database i'm just qurious if you are thinking reding in 'the database' when opening a game or having it saved in the file all the time. Considering how much space it will need on the disk versus how long it will take to read in. I would say that it's smarter to read it in every time (why have the same information twice in every file). But you could also do it the other way around. Have the database first and 'create' the world from the database. I think this is even better. Also, are you going to do this database with some of the usual tools like Visual Basic or Oracle? One important thing with this kind of database is limitations. If you have a limited number of posts, it will be easy for the computer to adress the posts, (it will go faster since the computer knows where to look).
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Richard Bruns King NC, USA Nov 1999
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posted October 28, 2000 11:42
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Thanks for the input, Stuff2. Right now this is just another of my wild ideas and hasn't been discussed ny the team. F_Smith also programs databases, so we would need his input. He's been really busy for the past few days, however.I think that the basic save file could be the database. If it contains all of the data, the game could use it to load the world and there would be no need for a seperate ".sav" file. A big advantage of this would be that scenario designers could edit the save file directly if they needed to. Of course, we would have to figure out a way to prevent cheating like this. Multiplayer games would probably have to be saved in a more secure format. (People might still be able to hex-edit things, but that's a different problem.) I'm not a database programmer so I don't know about how the guts of the system would work. We might want an object oriented database so we could include the methods in there as well. It would be great if we could use some tool that allowed non-programmers like myself to do the repetitive work of building the world. Would it be possible and useful to base the editing tools like the technology editor or ecology editor on this database? It seems like that would be a powerful, unified system for non-programmers to build the world directly. Just tossing out ideas. Perhaps this could be a good architecture for the game data. |
F_Smith Prince Austin, Tx 78728 May 99
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posted October 28, 2000 12:07
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Hi, Ya'll:I'm baaaaack. Sorry to be out of pocket for the last week. Darned work keeps interfering with the really important things in life . . . I agree with ya'll both. In fact, that is the architecture we're using for the final product. All the game data will be stored in a database. A serialized object named 'GameData' will store all the gamedata at runtime. So, for practical purposes, the GUI interface can access any and all game info thru the 'GameData' object via simple 'getters' -- methods like getGameDate(), getAllMapSquares(), that kind of thing. This will make game tools like the tech builder a snap to make, as you point out. Altho I would disagree about the 'saved game' -- I would rather save that runtime 'GameData' object out as a binary, serialized file, for a variety of reasons. Good thinking, guys! |
Mark_Everson Clash of Civilizations Project Lead Canton, MI, USA b.02-15-99
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posted October 28, 2000 16:37
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I think the sorting functions etc. are a good idea. But IMO we need to be exceptionally careful with the interface for it, since we don't want Clash to seem like a business application. But making it feel right is far in the future... BTW the sorting routine is something I already am using in the primitive miliary AI from demo 4. The AIs look for squares they can attack whose ratio of economic value to military defense (plus some other stuff) is highest, and then do a calculation to see if there are enough 'spare' troops to make the attack. Of course that's not near sophisticated enough for the mil AI as development goes forward. |
Richard Bruns King NC, USA Nov 1999
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posted October 30, 2000 13:17
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I have an idea for the search functions that could enhance the game and prevent excessive micromanagement. For most of history, information has been hard to come by. When the king of England wanted to survey the land, it took a lot of money and manpower to produce the Domesday Book.So perhaps some of the search functions could cost the player money. The player would order the search, and then an advisor would say something like "Finding that information will take the royal staff three years and cost 50 gold." Then the player could select "Send out Agents" or "Never Mind" The information would arrive at the beginning of the next turn, assuming five year turns. The cost would be based on the complexity of the search, the size and abilities of the government bureaucracy, and the technology level. A big, advanced government staff could take a certain number of surveys per turn without additional cost. Of course, they would require a large annual salary. After the information is gathered, it is stored and you can access it for no cost. But the information will grow out of date, often requiring a new survey. I think this would enhance historical flavor, making the game seem like a business application. It would also be a poweful disincentive for micromanagement. If it costs the player to do detailed searches, then there will be no advantage to endlessly tweaking minor things. It would cost more than it helps. It also prevents endless tweaks to find the perfect set of numbers. If it takes a turn for information to arrive, it isn't possible to indulge in excessive fine tuning of the numbers. So the search function would allow the player to get information easily and the cost would prevent overuse of the feature. |
F_Smith Prince Austin, Tx 78728 May 99
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posted October 31, 2000 12:39
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I like this idea very much.It'll have to be an 'advanced' option, I'd guess. I don't know if your casual player would like it. But for hard-core players like myself, what a great idea! |
Mark_Everson Clash of Civilizations Project Lead Canton, MI, USA b.02-15-99
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posted November 11, 2000 20:31
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quote:
 Originally posted by Richard Bruns on 10-30-2000 01:17 PM I have an idea for the search functions that could enhance the game and prevent excessive micromanagement. For most of history, information has been hard to come by. When the king of England wanted to survey the land, it took a lot of money and manpower to produce the Domesday Book.
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Here's a radical idea... Rather than using this idea for just searches, how about we use it for all economic, demographic, and governmental info? So endless tweaking is pointless since you are tweaking something that may have little to do with the game 'reality'. To get reasonably good info it would, as you say above, cost money or dedicated governemental resources. There would also be free updates available occasionally that wouldn't give the right values, but would at least report obvious changes. Like that Rome has grown from something like 100k people to more like a million. This idea would also be an advantage for bandwidth of the client-server operations in multiplayer since the server need only report new econ/govt/etc. info when a survey is conducted. (Surveys of broad nature will only be common getting into the modern era.) That means relatively little info (mostly player orders for econ etc. and things like troop movements) will be needed each turn. This idea might have some downside to it that hasn't occurred to me yet... What's everyone think? |
Richard Bruns King NC, USA Nov 1999
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posted November 11, 2000 20:39
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I like it. But as F_Smith pointed out, some players might not like having to pay for basic info. This would be a good avdanced option, however. It makes sense that the accuracy and thoroughness of the basic info you get depends of the quality of the bureaucracy. |
Richard Bruns King NC, USA Nov 1999
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posted March 09, 2001 09:03
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Bump.Basically, my view of interface is as follows: If the object at hand is something that the rulers cannot know, like raw technology or ecology data, is is simply not displayed. Data for these models comes in through an advisor-based interpreter that displays comparisons and simple status reports. See the tech model above. This would be more realistic, and a lot easier on the player. Instead of wading through a sea of numbers, the player scans a list of small pictographic icons. In the example above, the player would scan for the red faces that represent where the civ's technology has fallen far behind the neighbors. In the ecology model, the player might toggle a map layer that displayed similar icons: exclamation marks where there is a problem, checks where things are fine, etc. For things that governments can be are expected to know, like economic or populaton data, the ruler must commission searches like real governments. They pay to do surveys of the civ, and the surveys arrive after an amount of time. The cost and time of the survey are based on the level of the civ's government and bureaucracy. The actual searching is done using a database loaded with all the relevant game data. After the survey arrives, presumably in the form of raw data, the player should be able to do database-type searches on the data: For example: "List all tiles in descending order of the tax revenue they generate, and display the cost of maintaining the military units in those tiles." That way, the player could easily see data comparisons in a single list. So basically, I'd like to hide numbers as much as possible, and where numbers are really needed, the player should be able to see and sort them all in a single screen. |
Mark_Everson Clash of Civilizations Project Lead Canton, MI, USA b.02-15-99
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posted March 09, 2001 18:40
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Cross-posting...Some players Will want to see a big readout of, for example, all the tech levels. I'm one of them . The reason is that a lot of the effect of the technology Web depends on achieving specific numbers. If I am racing for Gunpowder, I want to know how close I am! It's not historically accurate, but its IMO and important feature in 4X type games. I agree that the kind of more-realistic interface that you are looking for will appeal to many players. But I think there are also many who will want more details. I expect we'll need to do both. Anyway, playtesting and opinions from the public are needed to resolve this IMO. As for the survey thing, all I can say is we'll try out that approach and see what people think! |
Lord Maxwell Warlord Uppsala - Sweden Dec 1999
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posted March 23, 2001 05:37
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A few ideas for the interface:1) Make the text box that displays messages display them in hypertext. If it says "Romans captured the square" then clicking on the "square" part should lead to the square being highlighted. This can be expanded to include hyperlinks for information. (So if you click on odds you get the help info for odds.) "Hyperlinks for info" should be adjustable by the user, so that once he gets used to all the nifty things in the game he can turn it off and get a higher ratio of black to blue text. Maybe the messagebox should be set to display only messages for this year, with a possible backlog. 2) The interface for managing provinces/squares must become better. After playig for 30 mins I still don't know if I was playing around with settings for a square, a province or the entire empires base settings.
3) I agree wholeheartedly with the idea of information that slowly gets out of date. That would be one of the two things that set this game apart. (The other being that the bean counter have very little advantage here compared to the HUGE advantages that normally come out of couting beans in 4X games.) |
Richard Bruns King NC, USA Nov 1999
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posted March 23, 2001 08:39
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I've found that the best interfaces are those that have the user left click to perform an action and right click to get information. So left clicking on a hyperlink would take the user to the proper dialog box, and right clicking would bring up a small help file box that explains that dialog box. Similarly, left clicking on a unit would give it orders, while right clicking would display attributes like power and supply route details. When playing a new game, I find this feature very helpful because it allows quick access to almost all the information I need. |
Richard Bruns King NC, USA Nov 1999
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posted April 09, 2001 18:31
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Bump.Eric, as you can see our ideas at this point are quite vague. We've basically been focusing on the kernel, the core models. What do you think about the above ideas? |
Mark_Everson Clash of Civilizations Project Lead Canton, MI, USA b.02-15-99
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posted April 09, 2001 18:50
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Hmm, I missed Lord Maxwell's post somehow... I think his hyperlinking in the messages is a good idea. Its certainly worth trying a small test just to see what players think. The criticism about the econ system won't recur. With the new econ system things will be much clearer.Richard, your ideas sound good too. We can certainly try them on a trial basis. I will also dig up the old code that Darren got partly going and send it to One/Eric fwiw. |
One Settler Denver, CO, USA Apr 2001
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posted April 10, 2001 18:16
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Considering I don't have a very good grasp on how all the pieces fit together, my first concern is screen real estate. My initial reaction to demo 4 when I first loaded it up was a bit taken aback. A lot of windows with a lot of information, and no clue as to what to do, where to go and what it all means. If your now looking to add what sounds basically like an in game spreadsheet, it's going to be even more overwhelming to first time players of the game. The icon idea helps that quite a bit, but I still feel the front end lacks a unifying element to bring everything together. This may not seem obvious to most of you because you have been so close to the project for so long, but coming in from the outside as I am, and things look slightly "off". What I think we should be attempting, is to have one main area of game play. (Most likely the main world map.) The more information we can display from that one area, the better. As it stands now, I get the impression that if I want information about this thing, I have to go to this window, and if I want information about that thing, I have to go to that window. Am I way off base here? I would almost picture having a central area that dynamically changes what information is being displayed based on user selection. Maybe a set of radio muttons that can switch between graphs of military strength, economic power, civ growth, etc. Let me know if any of this makes sense, or if I'm simply describing what's already happening. I'm only a few days into this, so bear with me.  One last thing, in a lot of the posts the term "model" is used. When I hear the term model, I think of a 3d model. I'm getting the impression that is not what you all are referring to. When you say model are you referring to like the "Military" section of the code? Is it basically analogous to a package? Just want to make sure my terminology is the same as everyone else’s. One |
Richard Bruns King NC, USA Nov 1999
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posted April 10, 2001 19:53
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A 'model' is our plan for simulating some section of a real life responsibility. It is a game design term, not a coding term. For example, the military model can be thought of as the stuff that the Defense Department worries about, and the Ecology model is the stuff that the Department of the Interior deals with. For now, each model has its own method of interface. The player deals with the military model by moving troops around the map and setting defenses and fortifications on the map.The technology model is dealt with by a seperate screen, as are several others. I can't think of any way to put that on the main map. There are several things that just seem to require a "paperwork" or "accounting" interface. For better or worse, we seem to be following the civ2 method of interface. The database was actually meant to simplify interface. In civ, you had to click on every city individually and make policies individually. The database idea is an attempt to centralize all of that, so you can give a certain order to all regions with certain attributes. So ideally there would be two main viewports: the map and the Government Policies section. The map would be used for troop movement and an overview of the empire, and the other would be used for setting policies. Perhaps we could display information on the map in the form of Sim-City style colored overviews. Clicking an "Economic Data" box would overlay symbols or color graphs on the map showing the economic production of the regions of your civ. Then the player could press tab or something and the map would be replaced by the economic database in the policy section. I've quickly hacked together some crude pictures to give an example. Look qt the bottom of this page. What do you think of the general idea? |
Mark_Everson Clash of Civilizations Project Lead Canton, MI, USA b.02-15-99
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posted April 10, 2001 21:24
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Hi One:I don't really think it's possible to fine-tune the interface to make it friendly for first-time players yet. There's simply way too much of the development process yet to come... We've just got a different opinion on the kind of interface we like to work with. I like to have as much of the information in front of me as possible to see the big picture without needing to make a Single mouse click. It partly comes from my having a repetitive strain injury where a lot of mouse clicking actively Hurts. I think in the fullness of time we can put together an interface with various options that will make us all happy. A beginning player can start with a very streamlined interface, but an info junkie should be able to get their fix also. So my proposition to you, is to devise a main interface that will keep you happy, while giving me little windows that I can leave on top that will show the various things that I want to see all in one view. Especially during playtesting we will need to make Lots of information available to the players, even sometimes things that they may not be able to see in the final game. You can either present your ideas on how to make your single-focus screen work, or just code it up and see what people think. But please also give the functionality of this stuff in demo 4 selectable as an option. Actually, as a bunch of individual options is better... As Richard says, there are parts of the game that are going to absolutely require stand-alone control panels. But I think your vision of trying to try as much into one screen as possible can go a long way if implemented right. Think of "models" as models of how a particular part of the world works, be it military, the economy, etc. Richard: I look at your examples, but I think they have way too much screen real estate just used up in an enormous array of buttons, radio buttons, and such. I guess I prefer a lot cleaner screens that you do, but lots more of them then One does . |
Richard Bruns King NC, USA Nov 1999
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posted April 10, 2001 21:58
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Remember that the buttons are the same size as they would be in a full-screen game, but I showed them in a tiny example picture. The map and other info would normally be far larger. It wouldn't be practical to post 600x800 pictures.I think that the game controls should use at most as much space as the interface on a web browser. This example would use less than that. Hmm, that could be a very good model to go by. We'd have a menu at the top, and a single row of icons below that to represent all of the models and give single-click access to those screens. Then, the interface for each model loads up like a seperate web page. |
One Settler Denver, CO, USA Apr 2001
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posted April 12, 2001 16:49
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Finally getting a chance to work on this stuff again. I'm still concerned about displaying the wealth of information and options in a useful manner. I have an idea that may work. Hopefully I can explain the picture I have in my head. As I understand it, the game could basically be broken down into a finite group of functionality. You have military actions (moving troops, participating in battles, creating military units, etc.), Foreign Political Actions (Spying, treaties, trade policies, etc.), Academic Actions (basically the tech tree), Domestic Political Actions (Government type, quelling riots (military?), resource managements, etc). Am I missing any? Anyway, you design a standard window layout that is consistent across all groups. These standard windows then dynamically change what is contained in them depending on which group you are currently dealing with. For example, if you were dealing with the military group, the largest window would be the world map showing all military units. You would be able to move, engage in battle, and all other military actions from this window. The sub windows would then be responsible for giving the basic information you need. Troop formations, strengths, etc. This could be implemented in a pretty straightforward way. The generic interface layout is simply the frame definitions. Then each group (Military, Foreign Political, Academic, etc.) has its own set of canvases, action listeners, etc. When a player moves from one group to another, we simply have to associate the appropriate canvases, action listeners, etc to the generic frames and we're in a whole new interface. All of this switch of functionality would be controlled through one frame along the top or bottom that is consistent across all groups. I don't know if I'm explaining this clearly or not. It might be something easier to show rather than tell. I'll see if I can get some mock-ups made. As a final comment, I looked through all the stuff on your page Richard, and really like the icon idea on the troops. I don't know what the general consensus was, but the more information you can give the player without them having to do anything, the better. Hopefully at least something from the above is understandable, let me know were you would like clarification, and I'll try and get some pictures to help explain what I'm talking about. Thanks, One
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Mark_Everson Clash of Civilizations Project Lead Canton, MI, USA b.02-15-99
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posted April 12, 2001 17:47
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Hey One:I think your general take on it is pretty good. I'm not sure it has the ultimate level of flexibility that we'll need (at least that I want ), but the most important thing now is to get up something that does the job. In the long term I would really like the flexibility to put up whatever components I want together. That means they need to be able to share the screen even if they are from different areas of functionality. If you want to put in options for things like Richard's icons then go ahead and do it. But please get the stuff that's already set up going first, so that we can at least get the preview version of the demo out. The econ stuff has been ready for months and I haven't been able to put it out because the interface hasn't been up to it (not your fault of course!) Then implementing the little icons would only take a day or two more, and we can see what people think about the options. |
Gary Thomas Chieftain New Zealand Mar 2001
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posted April 13, 2001 04:37
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I am not certain about how much the coding aspect of the interface is causing problems. I have a fairly deep knowledge of Swing, and quite a lot of utility classes I can provide. Particulary in the area of dynamic pick lists. Let me know if I can help.Cheers
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Mark_Everson Clash of Civilizations Project Lead Canton, MI, USA b.02-15-99
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posted April 15, 2001 14:32
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Hey Gary:Thanks for the offer. Yes, please offer suggestions / critiques of whatever you see up here. Hopefully One is going to get specs up when he gets a little further along in design. But as you know, for now I'm just anxious to take what we have, bang it into shape, and get the demo out. That's so we can do the test case of what actual players think of the models! I'd view demo 6 as the right place to try a well-thought-out gui architecture, and I'm hoping you'll be able to help with suggestions . |
Mark_Everson Clash of Civilizations Project Lead Canton, MI, USA b.02-15-99
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posted April 23, 2001 11:58
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Status Report:The demo 5 code now has an overall appearance rather like the d4 version. This is Not the ultimate design goal, but rather is something that will let playtesters work with the existing models and give feedback on their quality and fun value. (fun of the models, not the playters ) Our discussions of the overall character and options available for the 'final' gui elements will of course be ongoing... The specs for them will no doubt continuously evolve as we get more into a playtesting mode in the near future. | |