Shannon V. OKeets -> RE: MWIF Game Interface Design (9/7/2010 5:57:58 PM)
|
quote:
ORIGINAL: jomni Interesting screens. Definitely like what I'm seening based on content. But can the graphics be improved (or even modded) to more modern standards to draw new players? This still looks like a Win95 game. :D There is always a trade-off between content and gloss. WIF is heavy on content. For example, how would you modify your avatar (and the 4 other figures in your post) to reflect their: range, fighter capability, tactical bombing capability, strategic bombing capability, ability to fly at extended range, ability to fly as fighters or bombers (and which is currently active), and all the stuff about being able to paradrop units of different size, deliver supplies via air, fly at night, ... The visual has to communicate that information at a glance, since there are likely to be over 100 units visible at a time and you do not want the player to have to take any action (e.g., no clicking on a unit to reveal hidden information) to comprehend the unit's ownership, capabilities, and status. All the units have similarly dense information, although admittedly the naval and land units aren't as bad as the air units in this regard. The map also has a lot of information, and, more importantly, there are 70,200 hexes. Consider any of the POV games with 70,200 locations for combat. While the POV depictions are quite ornate and detailed, in reality they are mostly a static image. From the programmer's point of view (pun intended) you design the 'arena' as a cube with graphic images representing content, add software to change the player's point of view from within the cube, and you're done. The characters appear as overlays against this 'scenery'. The high resolution graphics cards have enabled this to be a viable product, but the players have to buy the advanced graphics cards to run the program. The process is pretty much the same for tactical combat games with land units or aircraft. To do the same for MWIF would be hard to envision. The simulated decisions are not being made by an individual person in combat, nor on the scale of everything a battlefield commander can 'see'. The scope of the smallest decision is ~90 kilometers (1 hex). What is being shown on the strategic map screen shots are thousands of KMs. But them perhaps you haven't see the other graphics? The single global map view for routing resources is intentionally barren, to show the individual hexes for resources and factories as 4 colored pixels. There are 4 other global map views that depict terrain, weather, et al. Those are more colorful, but I am betting you would also deem their graphics to be Win 95. The detailed map is much more diverse in presentation, but still the map is a map, not a simulation of what a human eye sees when it looks at the world. As the designer/programmer I am constrained by the monitor capabilities of the player who has the least capable system within the intended market of customers. This has been judged to be 1024 by 768 pixels. That's not a lot of room to work with. I've done the best I can given that constraint, and the MWIF specifications to reproduce WIF FE. In a nutshell, dazzle has taken a back seat to necessity.[:(]
|
|
|
|