Created: 3/12/2018 10:39:53 PM
Updated: 3/17/2018 3:52:58 PM

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Graphical User Interface for Armament

Open this discussion up to everyone here.  @Jonathan and I have talked and worked out the way the GUI will work in the game.  The Officer section has been updated for everyone to review on the GDD.

As you can see from this sketch below we will have 4 commanders in the game.  A "Combat Mission Support Officer", "Foreign Affairs Officer", "Logistic Officer", and "Engineering Officer".  These are represented by the box / avatar on the left of the screen.  Above the officer area you will see a bar that will house the global stats of the selected officer or resource currently in-stock.  At the bottom we will have 4 box/rectangles.  First one left to right is the commander or unit avatar, second is the stats of the commander or unit(s) selected, third will be list in icon form of unit(s) selected, and last box will be any and all action/abilities that unit or commander has.

Graphical User Interface for ArmamentThe game play will not have a minimap on the hud but will be available by pressing the "M" key or whatever mapping we have for it.  The game play in following the GDD is the officer will help players move up the ranks until they out rank the officer above them which then they will start to control them.  Other then that the AI will basically fight the battle for them.  Starting out you will be a private and move up in rank controlling your units only for whatever you selected.

As a side note our first campaign for this game will be a tutorial that will allow the player to earn rank from the get go so when they join a multiplayer round they will be and NCO (E4 CORPORAL CPL) at least.  This will give the player a small unit to command roughly 4 to 5 assets.

Enlistment Ranking if You are interested.


Thanks,
James Fleming 
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James Fleming 
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Created: 3/17/2018 3:47:16 PM
Updated: 10/3/2018 3:05:11 AM

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Wow boy am i glad i didnt have to do that!  Haha good job james i think it looks really great!  really tight design!


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Created: 3/17/2018 2:51:35 PM
Updated: 9/26/2022 7:54:28 PM

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Here is the user flow chart for the "Out of Game Menu".  Jonathan is working on the game menu at the moment.  So we should have the user interface close to ready I think by end of next week.

The circle are modals.

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James Fleming 
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James Fleming 
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Created: 3/15/2018 9:49:33 AM
Updated: 9/26/2022 7:54:28 PM

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@Jonathan let work that out on FB as I think that just going to come down to trying it and see what we think will work.

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James Fleming 
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Created: 3/15/2018 8:56:37 AM
Updated: 10/3/2018 3:05:11 AM

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Question?  Would it be possible to combine the panal for the stats of the officer and his platoon and also what units he has in his platoon?  For reference look at warcraft 111.  Now when you have one unit selected you see his stats but when you have multiple it shows the units and their health.  

Since i imagine the officers hp would be based off his platoon we probably could combine the two into one panel.  Again look at warcraft three Reply:

If we show the stats and then where the items are put the units just to see what you have alive at the moment.  Since this information would be less valuable than the stat value of the officer and his platoon is.  An example is less hp=less units= less damage/effectiveness  So the player would have the stats but could also flick their eyes to see an overview of the platoons?  




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Created: 3/14/2018 12:51:13 PM
Updated: 11/30/2018 9:00:35 AM

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So, what I'm suggesting is icons representing each officer to be shown when the officer is alive.  Because the officer controls the other units, we don't need to constantly represent those units on the screen. I would suggest making it possible for the player to click the icons and move to the area of the map in which the officer is located. This is a feature that allows players to keep track even when nothing is happening. If we have the icon change color and pulsate when a situation changes it will be a constant reminder of the situation until it is resolved. I would not suggest having it blink or pulsate the whole time because that would probably be annoying to a player who is trying to focus elsewhere. But-if we have it blink or pulsate right when the situation changes, and then periodically afterward until the situation is resolved it will serve as a reminder. I suggest the color change because we can have different colors represent different situations to add versatility and keep the player informed.

Tessa Toney
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Tessa Toney
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by Tessa
Created: 3/13/2018 5:51:00 PM
Updated: 10/3/2018 3:05:11 AM

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Yeah exactly, Instead of shoving information in the players face we could do various other things to relay that information.  As for the player forgetting or being distracted i wonder what else we could do than simply flash the icons?  I wonder if we could in a way put an arrow in the direction of the conflict?  Not necessarily an arrow but something that does the same job.



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Created: 3/13/2018 2:39:51 PM
Updated: 9/26/2022 7:54:28 PM

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@Tessa Has a really good idea with the icon thing and then having a voice text box show up saying what is wrong and moving the mini map too that area would really improve understanding the battle field.

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James Fleming 
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Created: 3/13/2018 2:37:38 PM
Updated: 11/30/2018 9:00:35 AM

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@Jonathan
I am also a fan of negative space and zooming out in this kind of game.  I'm just curious what methods will be used to keep the player informed. Having the player informed that units are being attacked by a vocal message is great but can be missed or forgotten about depending on how much is happening. I'm a fan of small icons on the screen that serve to track units. The kind of icons that you can click to immediately view the units location and the kind that will change as the situation changes. Something as simple as the icon changing to a red hue when that commander and set of units are under attack and remaining red until the situation is resolved is a very useful and minimalist way of keeping track of your people. 

Tessa Toney
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by Tessa
Created: 3/13/2018 1:46:59 PM
Updated: 10/3/2018 3:05:11 AM

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@tessa have you heard of negative space in design?  I am a fan of minimalist design.  If you arent familure a brief run down.

If we can avoid having it on screen thats best.  I think a hotkey will be fine for a map.   We could definitely convey information through the officers.  As a mayday or something like that.  Basicly if we can find a way to give the information to the player without shoving a screen in there face that would be the best way not to overload people with information but also keep a nice tight UI

one of my biggest problems with mobas and RTS's is the camera.  I always want to zoom out just a little bit.  I think removing some HUD elements would really give the player more perception on whats going on screen right now.



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Created: 3/13/2018 8:52:28 AM
Updated: 9/26/2022 7:54:28 PM

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The minimap will be display by hitting "M" or whatever other hotkey but the officer will also notify the player of import events.

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James Fleming 
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James Fleming 
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Created: 3/13/2018 8:36:16 AM
Updated: 11/30/2018 9:00:35 AM

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If there will not be a constant minimap display, will the map pop up at times when the player needs to see it?  In cases where the player is focused elsewhere while an attack begins on units--I realize the AI is doing the bulk work but is the map going to show the player the location and tell them what happened? Or will this be an instance in which an icon appears next to the officer icon who is being attacked and the player hits m for more information? 

Tessa Toney
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Awards: Acquired more then 40 hours logged Acquired more then 120 objective in the role 5 Contribute to an agenda that is not yours more than 7 hours. Created 9 blogs or more in 18 month period. Has remained a member on standby for more then 28 days without quitting. Has not received a System Automation notice in over 9 months. Created 3 blogs or more in 6 month period. Member receives newsletter.
by Tessa

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