Wartbed:User interface

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{{stub}}
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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==
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Inspirations
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Sources of inspiration for the WARTBED '''unit and regiments'' identification and usage interface.
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===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
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* 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
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* 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.
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|<div style="margin-left:1em; border:2px solid darkgray; background:darkgray;">
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The Dark Omen banners also includes information about
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* '''Unit type''' (the banner bitmap, indicating both faction and type but in a heraldic way, requiring player memorisation of unit banners)
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* '''Unique unit ID''' when multiple units use the same banner (a number indicating which of the type)
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* '''Affiliation''' (indicated by the banner border colour)
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* '''Orientation''' (an arrow beneath the banner itself)
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* '''Visibility''' to the enemy (white arrow == visible; green == invisible)
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* '''Routed''' (the arrow is yellow)
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* '''Fleeing''' (a superimposed white flag)
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|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:'''
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* Naturally indicated the unit's position
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* 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.
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[[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:
  • At-a-glance overview of army status
  • Fast identification of a particular unit
  • Fast interface to work with by shorter mouse movements
  • Standard model and recognisable
Disadvantages:
  • No positional information
  • Enemy units must be presented in a different format
  • Arguably detracting from immersion

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

  • 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)

The Banner interface

Advantages:
  • Naturally indicates the unit's position
  • Friends and foes are presented with the same interface
  • Blends for increased immersion with a tactical setting, especially for pre-modern warfare games.
Disadvantages:
  • Relatively slower to work with by requiring more mouse movements
  • More restrictive a container for incorporating additional status information

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.

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