Sunday, October 9, 2011

Drafts of Potential UI

At this stage of our game it is important that we clearly define how our game will be played.  The way the game appears is also very dependent on this factor, and so the user-interface and the gameplay mechanics are tightly intertwined.  I made a few simple drafts of different ways the user-interface can be done, as well as some notes on what kind of game we can expect this UI will be used for.
Included with the diagram is a picture of how some things might play out in the game.  I used clippings from Diablo 2, Starcraft 2, Warcraft 3, and Neverwinter Nights 2.  I am in no way affiliated with the makers of these games.  If the clip-examples do not help you visualize the sample then by all means ignore them.  Yes they do look messy.
Feel free to analyze and critique anything about any of these.  That’s what we are here to do: figure out what is game is going to be like.  Also, for more notes on UI mechanisms, you might be interested in the post below, a survey of UI schemes used in different games.

Sample 1

A: Shout-out commands: Corresponding to F1, F2, etc. (and can probably be clicked) these are commands that our main character can quickly give out in the heat of battle.
B: Character Icon.  Contains Information on character.
C: Command card.  The list of specific commands that can be given to the selected unit group.
D: Minimap.  A brief overview of the lay of the land.
E:  Command map.  When a non-character unit group is selected you use this scrolling map to issue location commands.  It is much more detailed than the mini-map, but more zoomed and more birds-eye-view than the main screen.
F:  Character moves:  A bar of commands of the character’s abilities, number 1- 0 (and maybe – and =).  Can be clicked or quickly accessed with the keyboard.
G: Unit information.  Contains a brief bit of information on the selected unit/group.
H: Save unit groups.  These show all of the icons for the unit groups you have made.  Can be accessed with the numpad or physically clicking the button.
I: Menu buttons.

This first sample is for if you want to always get a good view of the main character but also have other teams of units go far off.  You would need some ability to control their actions as they continue onwards, and so you would be using the command map, which can also serve the purpose for recon attempts.
The shout-out commands could work out well if, included with the character, is a small unit of bodyguards that will follow him everywhere.  In that case, even if you are busy ordering around another group of units, you can still quickly order your bodyguards to a quick mode of action to buy you time until you complete your task with the other group.

Sample 2

A:  Shout-out commands.  A more extensive list of commands the character can give to a selected group
B:  Character Icon. Has information on the character.
C: Command card. It is used to fine-tune behavior modes of individual units within the selected group.
D: Minimap.  An overview of what you know about the surrounding areas.  
E:  Unit info.  Has information on the unit/unit group that is selected.
F:  Character abilities.
G:  Saved unit groups.  Icons for unit groups you have made. Can be accessed with numpad or by click.
H:  Menu buttons.

This second sample is for the most character-focused approach.  Everything will center around him, and you will always be able to quickly use his abilities.  As you might have noticed, the list of shout-outs is much longer than the first one.  This is so you have a broader range of commands.  Also, here the shout-outs are more meant for the selected individual unit group, not just bodyguards, should there be any.  In this version, in fact, any unit group can be made a body guard, as long as you shout-out a command to tell them they are.
There is still a command card, but it does not get into the detail that the first one did.  It instead gives the mode of behavior that is meant for individual units within a selected group.  This feature might not be necessary, depending on if the unit groups are meant to be only individual units.  You might want one guy in the group to heal the other groupies, or have him focus on taking out enemies with his spear.

Sample 3

A: Character icon.
B: Minimap.
C:  Unit/Unit group description.
D: Saved unit groups.  This time accessed by click or by 1-0 (or – and =), instead of numpad.
E:  Portrait of Unit.  Actually helps player identify who he has selected.
F:  Command card.  Contains buttons for all of the unit orders and such.
G:  Economy Statement.  If you want to know about your lumber and whatever else.
H:  Menu buttons.

This approach is most in line with the mainstream RTS.  That’s about it.

No comments:

Post a Comment