Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

Artwork and user interface

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [New Releases from Matrix Games] >> Gary Grigsby's War in the East Series >> Artwork and user interface Page: [1]
Login
Message << Older Topic   Newer Topic >>
Artwork and user interface - 10/31/2010 2:24:17 AM   
jay102

 

Posts: 197
Joined: 8/15/2005
Status: offline
Hi developers and fans of WitE.

From the screen shots, I feel the map artwork is somewhat too abstract, resembling a cardboard map other than real-world terrain. And unit icons look a bit unharmonious with the map. Will it be improved further? The map of WitP:AE is a good example, more eyes appealing.

For the UI, is there a special UI designer in dev team? For such a massive game, the convenience and friendliness of UI is very important. WitP:AE is a great game but its UI is deficient. I expect WitE will be much better.
Post #: 1
RE: Artwork and user interface - 10/31/2010 7:02:58 AM   
Hard Sarge


Posts: 22741
Joined: 10/1/2000
From: garfield hts ohio usa
Status: offline
greesh, the map is very pretty (spelling fails me)

if you look back though some of my posts (if you care) I showed off a number of shots of how the game has changed over the time I have been in it (I got a new computer so all of my "old" files are not in place, to easily dig them back out)

the UI ? very workable, lots of details, lots of data, with in data, you on one screen, and want more info, very easy to just get it from that screen

but over all, most games are based on menu's

most games, where the designers brag about making the UI easier, are really just dumbing down the game (Civ V, Dargons Age. Awakening, Mass Effect 2)

I think to most, when they first see the game, the map, units and UI are going to overwhelm most of them, but once you get into it, it is very easy to get to what you want, and plays well

the main Artist is PencilPusher, and he is one of the best I have seen for our type of games


_____________________________


(in reply to jay102)
Post #: 2
RE: Artwork and user interface - 11/1/2010 10:41:49 PM   
TPM

 

Posts: 349
Joined: 2/8/2007
Status: offline

quote:

ORIGINAL: jay102

Hi developers and fans of WitE.

From the screen shots, I feel the map artwork is somewhat too abstract, resembling a cardboard map other than real-world terrain. And unit icons look a bit unharmonious with the map. Will it be improved further? The map of WitP:AE is a good example, more eyes appealing.

For the UI, is there a special UI designer in dev team? For such a massive game, the convenience and friendliness of UI is very important. WitP:AE is a great game but its UI is deficient. I expect WitE will be much better.


Gotta jump in here and say I for one LOVE the map and the counters...simple and elegant. No need for further improvement in my opinion.

(in reply to jay102)
Post #: 3
RE: Artwork and user interface - 11/1/2010 10:59:52 PM   
Northern Star


Posts: 1881
Joined: 2/17/2008
Status: offline
The map is really good imo, about the counters... I hope you like them, I did my best to choose their colors.

_____________________________

War in the East alpha tester

https://www.youtube.com/watch?v=xPV9JWWtOQ0

(in reply to TPM)
Post #: 4
RE: Artwork and user interface - 11/1/2010 11:53:49 PM   
Razz1


Posts: 2560
Joined: 10/21/2007
From: CaLiForNia
Status: offline
I'd like to see it like Storm Over in the Pacific but, they did a much better job than the old hex games.

(in reply to Northern Star)
Post #: 5
RE: Artwork and user interface - 11/3/2010 6:41:05 PM   
kirkgregerson

 

Posts: 497
Joined: 4/9/2008
Status: offline
quote:

I'd like to see it like Storm Over in the Pacific but, they did a much better job than the old hex games.


This is a joke right?  If not, it should be.  Storm Over in the Pacific?  I actually bought that game and it has been collecting dust on my shelf after maybe 1-3 days messing around with it. IMO bad UI and average graphics. Maybe if they do some work on it in later patches I'll look at it again. It had great potential and I guess still does.


I've been playing hex games (board and computer) for 20+ years and this is the best yet! Kudos to Gary and company. FYI: I go way back to SSI in the 80's with the pilot "Gary Grigsby's War in Russia" for Apple ]['s. Another fav was "Operation Market Garden".

How does Joel Billings still look so young? old photo at 2by3 games? Maybe Grecian Formula?


< Message edited by kirkgregerson -- 11/3/2010 6:55:26 PM >

(in reply to Razz1)
Post #: 6
RE: Artwork and user interface - 11/3/2010 6:45:11 PM   
morganbj


Posts: 3634
Joined: 8/12/2007
From: Mosquito Bite, Texas
Status: offline

quote:

ORIGINAL: Hard Sarge

the main Artist is PencilPusher, and he is one of the best I have seen for our type of games


Still needling PixelPusher are ya?

(in reply to Hard Sarge)
Post #: 7
RE: Artwork and user interface - 11/5/2010 9:25:01 AM   
Apollo11


Posts: 24082
Joined: 6/7/2001
From: Zagreb, Croatia
Status: offline
Hi all,

quote:

ORIGINAL: jay102

I feel the map artwork is somewhat too abstract, resembling a cardboard map other than real-world terrain.


This is what Goran posted in another thread... I hope this helps...


quote:

ORIGINAL: goranw

Uploaded is a small part of a typical real German OKH- map that was widely used.
(Its the German 9th army and The Soviet positions-43)
Its easy to see some resemblence with the map in
"War in the East". I find that very inspiring. Very often
game maps are to fancy and totally unrealistic. Of course a map cant be
altogether realistic because of the need for some abstractions and game-help.
Goran






Leo "Apollo11"

_____________________________



Prior Preparation & Planning Prevents Pathetically Poor Performance!

A & B: WitW, WitE, WbtS, GGWaW, GGWaW2-AWD, HttR, CotA, BftB, CF
P: UV, WitP, WitP-AE

(in reply to jay102)
Post #: 8
RE: Artwork and user interface - 12/8/2010 1:45:09 PM   
Marc von Martial


Posts: 10875
Joined: 1/4/2001
From: Bonn, Germany
Status: offline

quote:

ORIGINAL: jay102
From the screen shots, I feel the map artwork is somewhat too abstract, resembling a cardboard map other than real-world terrain.


That was the design goal. We did not want "real" terrain for this at all.
On such a monster game a good portion of abstraction is needed for the map.

_____________________________


(in reply to jay102)
Post #: 9
RE: Artwork and user interface - 12/8/2010 2:17:04 PM   
eastwindrain

 

Posts: 230
Joined: 11/29/2005
Status: offline
Guy's if you want another map why don't you mod one to suit your own tastes then share it with us.

Great game map and counters, the download went like a dream, so smooth.

Right my request, will we be gett'in a planning map similar to WitP/AE with all the locations named I.E. dots.
Having read numerous books on the subject IMO this would enhance my gaming experience, or better still the actual game map with all locations named or would this be too cluttered.

Thanks to everyone concerned with the production of this masterpiece.

< Message edited by Lowlander -- 12/8/2010 2:19:46 PM >


_____________________________


(in reply to Marc von Martial)
Post #: 10
RE: Artwork and user interface - 12/8/2010 2:42:01 PM   
CheerfullyInsane

 

Posts: 199
Joined: 12/5/2010
From: Birkerod, Denmark
Status: offline
Second the request for a planning map.
Names of all towns is of less importance, but something to hang on the wall so you don't miss the big picture.
I'm considering simply starting the '41 campaign, toggle units off, and then take screenshots en masse.
Not sure it'll work, but worth a shot.

Btw, if you type in 'operation Barbarossa planning map' in Google, and then press 'Maps' it guides you to Highland Hill Shrubs and Trees in Pennsylvania......
I wonder what they're planning over there.


_____________________________

"Something is always wrong, Baldrick. The fact that I'm not a millionaire aristocrat with the sexual capacity of a rutting rhino is a constant niggle"
- Edmund Blackadder

(in reply to eastwindrain)
Post #: 11
RE: Artwork and user interface - 12/8/2010 2:57:44 PM   
Tzar007


Posts: 772
Joined: 2/7/2004
From: Montreal, Quebec, Canada
Status: offline
I love the map too. I wouldn't have wanted a real-terrain map like a satellite picture. Real-terrain maps are helpful in tactical games such as Close Combat, but become hopelessly cluttered and useless in strategic and operational games. As Goranw says above, the map of WITE is reminiscent of those OKW historical maps and it is definetely a plus on the immersion side. Kudos to the map design !

(in reply to CheerfullyInsane)
Post #: 12
RE: Artwork and user interface - 12/8/2010 3:00:22 PM   
eastwindrain

 

Posts: 230
Joined: 11/29/2005
Status: offline


Btw, if you type in 'operation Barbarossa planning map' in Google, and then press 'Maps' it guides you to Highland Hill Shrubs and Trees in Pennsylvania......
I wonder what they're planning over there.

A HA, MAYBE THIS WAS A US/NATO TRAINING AREA DURING THE COLD WAR.
They cordoned off a area in Kent prior to D-Day for training as it resembled Normandy.

_____________________________


(in reply to CheerfullyInsane)
Post #: 13
RE: Artwork and user interface - 12/8/2010 3:02:05 PM   
goranw

 

Posts: 1551
Joined: 10/23/2001
From: Uppsala,Sweden
Status: offline
Hi!
Until better possibilities you could download the map with frontlines in a thread above.
It has a lot of town/city names. Done on a zoom 4 map.
Goran

(in reply to CheerfullyInsane)
Post #: 14
RE: Artwork and user interface - 12/8/2010 5:13:28 PM   
eastwindrain

 

Posts: 230
Joined: 11/29/2005
Status: offline
Thanks Goran I download the frontlines map a few days back, if you guys could expand upon it with all locations named IMO this would make a excellent planning or game map.

_____________________________


(in reply to goranw)
Post #: 15
RE: Artwork and user interface - 12/8/2010 5:27:11 PM   
Swayin


Posts: 317
Joined: 1/27/2007
From: Bellingham, WA
Status: offline
Just to respond to the OP, I have to say I think the map and counters are best I've ever seen, including UV, WifP, and WitP/AE ... just superb.

< Message edited by Swayin -- 12/8/2010 5:28:08 PM >


_____________________________

The Beatings Will Continue Until Morale Improves


(in reply to eastwindrain)
Post #: 16
RE: Artwork and user interface - 12/8/2010 6:24:04 PM   
amatteucci

 

Posts: 389
Joined: 5/14/2000
From: ITALY
Status: offline

quote:

ORIGINAL: jay102
From the screen shots, I feel the map artwork is somewhat too abstract, resembling a cardboard map other than real-world terrain. And unit icons look a bit unharmonious with the map.

I have to say that my first impressions were similar. The map looks 'cartoonish' and the counters seem to belong to a differently styled game.

Now that I'm playing the game I think that these characteristics are, after all, a blessing. The "abstract" map let me immediately recognize the relevant terrain features of hexes and hexsides. A WitP look would (perhaps) have been more pleasant but, IMHO, less clear. The fact that units 'stick out' is also useful because if they would blend (colour-wise) with the map, it would be harder to tell at a glance what's going on.

So, what about this bright units/subdued map combination? Aesthetically pleasant? Don't know, too subjective. Useful? Definitely.

(in reply to jay102)
Post #: 17
RE: Artwork and user interface - 12/8/2010 6:31:34 PM   
Terminus


Posts: 41459
Joined: 4/23/2005
From: Denmark
Status: offline
I'll admit that it took some getting used to for me, but I like it a lot now.

_____________________________

We are all dreams of the Giant Space Butterfly.

(in reply to amatteucci)
Post #: 18
RE: Artwork and user interface - 12/8/2010 6:33:30 PM   
Dr. Foo


Posts: 666
Joined: 8/31/2004
From: Honolulu, Hawaii
Status: offline
I love the map and I love the counters! For the first time I don't think I am going to have to go into the graphics files and change the counters to my liking. I love the cardboard look and I only use NATO symbols so it's a win, win for me.

Great job!

_____________________________

*Warning: Dr. Foo is not an actual doctor.
Do not accept or follow any medical advice*

(in reply to Terminus)
Post #: 19
RE: Artwork and user interface - 12/8/2010 6:55:07 PM   
amatteucci

 

Posts: 389
Joined: 5/14/2000
From: ITALY
Status: offline
Anyway, the map should be 'patched', sooner or later, since there's a typo in the key! (Capitol for Capital)

(in reply to Dr. Foo)
Post #: 20
RE: Artwork and user interface - 12/8/2010 7:57:56 PM   
emcgman


Posts: 185
Joined: 6/7/2007
Status: offline
The map looks nice, but the main thing is the clarity and ease of reading over long play periods. Every detail that does exist is very clear and clean. This also gives the map an enhanced sense of spaciousness.

This is my impression.

(in reply to amatteucci)
Post #: 21
RE: Artwork and user interface - 12/8/2010 9:09:53 PM   
TPM

 

Posts: 349
Joined: 2/8/2007
Status: offline

quote:

ORIGINAL: Marc von Martial


quote:

ORIGINAL: jay102
From the screen shots, I feel the map artwork is somewhat too abstract, resembling a cardboard map other than real-world terrain.


That was the design goal. We did not want "real" terrain for this at all.
On such a monster game a good portion of abstraction is needed for the map.


Exactly my thoughts...I think the graphics are PERFECT for this type of game...the maps is somewhat muted in the background, the counters are up front and color-coded...this is not a squad-type game, I don't need the forest to look like a real forest...good job on this Gary and company.

(in reply to Marc von Martial)
Post #: 22
RE: Artwork and user interface - 12/8/2010 10:17:16 PM   
Erik Rutins

 

Posts: 37503
Joined: 3/28/2000
From: Vermont, USA
Status: offline

quote:

ORIGINAL: amatteucci
Anyway, the map should be 'patched', sooner or later, since there's a typo in the key! (Capitol for Capital)


That's actually the correct spelling.

_____________________________

Erik Rutins
CEO, Matrix Games LLC




For official support, please use our Help Desk: http://www.matrixgames.com/helpdesk/

Freedom is not Free.

(in reply to amatteucci)
Post #: 23
RE: Artwork and user interface - 12/8/2010 11:44:58 PM   
amatteucci

 

Posts: 389
Joined: 5/14/2000
From: ITALY
Status: offline

quote:

ORIGINAL: Erik Rutins


quote:

ORIGINAL: amatteucci
Anyway, the map should be 'patched', sooner or later, since there's a typo in the key! (Capitol for Capital)


That's actually the correct spelling.

In that case you still have to edit the Manual, on page 125 it reads: National Capital...
Seriously, Capital refers to a city, Capitol to a building. I presume that the former case applies to the game map.

(in reply to Erik Rutins)
Post #: 24
Page:   [1]
All Forums >> [New Releases from Matrix Games] >> Gary Grigsby's War in the East Series >> Artwork and user interface Page: [1]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

1.672