Wartbed:User interface
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Stub for detailing what WARTBED's [[ref:GUI|GUI]] can and do look like. | Stub for detailing what WARTBED's [[ref:GUI|GUI]] can and do look like. | ||
==Unit icons== | ==Unit icons== | ||
- | + | Sources of inspiration for the WARTBED '''unit and regiments'' identification and usage interface. | |
+ | |||
===The Total War games=== | ===The Total War games=== | ||
{| | {| | ||
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* Fast identification of a particular unit | * Fast identification of a particular unit | ||
* Fast interface to work with by shorter mouse movements | * Fast interface to work with by shorter mouse movements | ||
+ | * Standard model and recognisable | ||
</div> | </div> | ||
<div style="padding:1em; background:rgb(210,225,210);">'''Disadvantages:''' | <div style="padding:1em; background:rgb(210,225,210);">'''Disadvantages:''' | ||
* No positional information | * No positional information | ||
* Enemy units must be presented in a different format | * Enemy units must be presented in a different format | ||
+ | * Arguably detracting from immersion | ||
</div> | </div> | ||
</div> | </div> | ||
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{| | {| | ||
|width="50%" valign="top"|In [[Dark Omen|Dark Omen]] the user interface is minimal with units being represented and identified by their regimental banners. The banners have two purposes: on the one hand they're hiding the UI buttons by letting them masquerading as regimental banners, thus increasing immersion. Secondly, they are regimental-specific dashboards acting as container for additional information. | |width="50%" valign="top"|In [[Dark Omen|Dark Omen]] the user interface is minimal with units being represented and identified by their regimental banners. The banners have two purposes: on the one hand they're hiding the UI buttons by letting them masquerading as regimental banners, thus increasing immersion. Secondly, they are regimental-specific dashboards acting as container for additional information. | ||
- | |<div style="margin-left:1em; border:2px solid darkgray; background:darkgray;"> | + | |
+ | The Dark Omen banners also includes information about | ||
+ | * '''Unit type''' (the banner bitmap, indicating both faction and type but in a heraldic way, requiring player memorisation of unit banners) | ||
+ | * '''Unique unit ID''' when multiple units use the same banner (a number indicating which of the type) | ||
+ | * '''Affiliation''' (indicated by the banner border colour) | ||
+ | * '''Orientation''' (an arrow beneath the banner itself) | ||
+ | * '''Visibility''' to the enemy (white arrow == visible; green == invisible) | ||
+ | * '''Routed''' (the arrow is yellow) | ||
+ | * '''Fleeing''' (a superimposed white flag) | ||
+ | |valign="top"|<div style="margin-left:1em; border:2px solid darkgray; background:darkgray;"> | ||
'''The Banner interface''' | '''The Banner interface''' | ||
<div style="padding:1em; background:rgb(225,215,210);">'''Advantages:''' | <div style="padding:1em; background:rgb(225,215,210);">'''Advantages:''' | ||
- | * Naturally | + | * Naturally indicates the unit's position |
* Friends and foes are presented with the same interface | * Friends and foes are presented with the same interface | ||
* Blends for increased immersion with a tactical setting, especially for pre-modern warfare games. | * Blends for increased immersion with a tactical setting, especially for pre-modern warfare games. | ||
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===WARTBED=== | ===WARTBED=== | ||
There are several motivations for using either style of interface. One is for fidelity with the original game when designing a module. Another is that the interfaces may be argued to lend better or worse to different types of games; f.i a banner interface can be argued better for a terrain RTT while a card hand interface is better for a space game. And a third argument is simply personal preferences. The ultimate would be if both these styles were supported and selectable both as a module setting and as a user preference. | There are several motivations for using either style of interface. One is for fidelity with the original game when designing a module. Another is that the interfaces may be argued to lend better or worse to different types of games; f.i a banner interface can be argued better for a terrain RTT while a card hand interface is better for a space game. And a third argument is simply personal preferences. The ultimate would be if both these styles were supported and selectable both as a module setting and as a user preference. | ||
+ | |||
+ | [[category:WARTBED]] |
Revision as of 16:30, 27 April 2009
Stub for detailing what WARTBED's GUI can and do look like.
Contents |
Unit icons
Sources of inspiration for the WARTBED 'unit and regiments identification and usage interface.
The Total War games
Total War titles have a very conventional RTT interface design with all units being presented in a Poker or Domino hand layout: each unit has its card (or brick) and these are lined up at the bottom of the screen. These bricks contain additional information, like unit strength and ammo left. | The Card Hand interface Advantages:
Disadvantages:
|
Dark Omen
In Dark Omen the user interface is minimal with units being represented and identified by their regimental banners. The banners have two purposes: on the one hand they're hiding the UI buttons by letting them masquerading as regimental banners, thus increasing immersion. Secondly, they are regimental-specific dashboards acting as container for additional information.
The Dark Omen banners also includes information about
| The Banner interface Advantages:
Disadvantages:
|
WARTBED
There are several motivations for using either style of interface. One is for fidelity with the original game when designing a module. Another is that the interfaces may be argued to lend better or worse to different types of games; f.i a banner interface can be argued better for a terrain RTT while a card hand interface is better for a space game. And a third argument is simply personal preferences. The ultimate would be if both these styles were supported and selectable both as a module setting and as a user preference.