I've started thinking about the interfaces for some of the areas I'm by default championing.
I wanted to throw out the question to everyone what General character our interfaces should have?
Some players want numbers in the interface, others actively don't. I think we have to try to satisfy who we can while still keeping the game thematically whole. How we keep the numbers people and the no-numbers people happy with the same interface is one of our many challenges. I don't have any really great ideas at the moment, other than giving players choices on how detailed the info they get should be, and how often they want to get that information.
The good AI we are striving for in Clash will also allow for much better 'advisors' than are genre-standard, which should help us out some.
Those are my thoughts on the general issues. Ideas? What games do you consider to have good GUIs and why?
One other thing we Really need is a central control panel for the civ. The main interface with the map will show a lot of good stuff. I don't think we can fit something versatile enough into the pane with the main map. What I have in mind is something that shows in one screen things like:
overall income and expenditures (and allow you to up tax rate...)
internal political status (Upper Class happy, peasants on the verge of revolt...)
army size (mobilized / demobilized / mercenary)
economic status (growth rate shown in icons)
technological status
diplomatic state (w/ most important neighbors and is relation getting better or worse)
type of culture and any directions its moving
Everything should have easy iconographic representations and optional numbers.
Note: I think the best way to show things like military, technological and econ strength is Relative to the competition.
I'm currently handling the following areas and their interfaces:
1. Army Assembly/ Combat Info
2. Economy / Trade / Merchants
3. Diplomacy
Any thoughts on these would be welcome, Although if its a big post maybe starting a new thread would be appropriate.
If anyone wants to take on short-term design/organizational responsibility for any of these areas let me know. This is especially true of 1 and 3 since I think I'm probably the only one who really understands the econ system. (Druid2, have you checked out things enough to know what you'd be interested in yet?)
I will try to have something out on these by the 5/30/99 deadline described in the * Proposed Process... * thread.
-Mark
[This message has been edited by Mark_Everson (edited May 26, 1999).]
I wanted to throw out the question to everyone what General character our interfaces should have?
Some players want numbers in the interface, others actively don't. I think we have to try to satisfy who we can while still keeping the game thematically whole. How we keep the numbers people and the no-numbers people happy with the same interface is one of our many challenges. I don't have any really great ideas at the moment, other than giving players choices on how detailed the info they get should be, and how often they want to get that information.
The good AI we are striving for in Clash will also allow for much better 'advisors' than are genre-standard, which should help us out some.
Those are my thoughts on the general issues. Ideas? What games do you consider to have good GUIs and why?
One other thing we Really need is a central control panel for the civ. The main interface with the map will show a lot of good stuff. I don't think we can fit something versatile enough into the pane with the main map. What I have in mind is something that shows in one screen things like:
overall income and expenditures (and allow you to up tax rate...)
internal political status (Upper Class happy, peasants on the verge of revolt...)
army size (mobilized / demobilized / mercenary)
economic status (growth rate shown in icons)
technological status
diplomatic state (w/ most important neighbors and is relation getting better or worse)
type of culture and any directions its moving
Everything should have easy iconographic representations and optional numbers.
Note: I think the best way to show things like military, technological and econ strength is Relative to the competition.
I'm currently handling the following areas and their interfaces:
1. Army Assembly/ Combat Info
2. Economy / Trade / Merchants
3. Diplomacy
Any thoughts on these would be welcome, Although if its a big post maybe starting a new thread would be appropriate.
If anyone wants to take on short-term design/organizational responsibility for any of these areas let me know. This is especially true of 1 and 3 since I think I'm probably the only one who really understands the econ system. (Druid2, have you checked out things enough to know what you'd be interested in yet?)
I will try to have something out on these by the 5/30/99 deadline described in the * Proposed Process... * thread.
-Mark
[This message has been edited by Mark_Everson (edited May 26, 1999).]
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