Shannon V. OKeets
Posts: 22095
Joined: 5/19/2005 From: Honolulu, Hawaii Status: offline
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The following post is available from me as a PDF file. Simply email me at Steve@PatternDiscovery.us and ask. -------------------------------------------------------------- Game Interface Design (as of August 2, 2005) I. Introduction One of the most crucial aspects of making MWIF a great game is going to be the game interface. We already have a good start on the visuals: the map, the units, and window frames. Despite that, the range of things a player can do when playing MWIF and how easy it is to do them can determine whether he plays for 5 minutes or 5 years. Of course there are other aspects of the game that contribute to whether a player loves or hates it, but here I am concerned with the game interface. By game interface I mean: the display of the map and units, the forms (a.k.a windows) that pop up during play so the player can make decisions, the forms that the player can call up to review status, the control the player has over how the forms look and what they contain, and lastly the keystrokes, mouse movements, and mouse clicks the player uses to control the game. Besides playing World in Flames itself, there are other aspects to the interface: loading/saving games, options, and other settings, communicating with other players either over the Internet or via email, and controlling the AI Assistant (AIA). So, what I hope we can accomplish with this thread is design the game interface. You have all played computer war games before and have strong opinions on what is good and bad about their game interfaces. Most of you have played WIF as a board game and know what is required to move units and make decisions. If we combine our expertise, we should be able to come up with an excellent game interface design. I will accept nothing less. As always, I will have the final say and do my best to make everybody happy. The hardest decisions will be deciding whether to include features that would enhance the game or exclude them because they will take too long to implement. To a very real degree, my call on each feature will depend on how many of you like it / want it / need it / can’t live without it versus how much effort it will take to code it. Let me know what you think. II. Background Instead of starting from scratch, we have the beta version of CWIF as a reference point. I could just go with its game interface and do no additional coding. That might be missing an opportunity for vastly improving MWIF. When Chris started writing CWIF 9 years ago, the state-of-the-art in computer wargames was much different from what it is today. Given all that has changed in terms of screen size, CPU speed, and available memory, we can be more ambitious in designing the interface. Be that as it may, we should first start by looking at what CWIF contains. The following list is of the forms (windows) used in CWIF. Each one is accompanied by a short explanation of its purpose. Grouped below by game function, there are over 100 forms. I have omitted a dozen or so that are only used by the program internally. The notation “(map)” at the end of the purpose description indicates that the form includes a snap shot of the map area of interest. Start of Game Choose Scenarios...................choose scenarios, remote, watchers, free set up, extended game Choose Options......................set optional rules on/off Add Players............................add players to game Bid..........................................current bids, bidding, countries available Choose Sides..........................set who plays what Password................................request player’s password Setup......................................primary screen for setting up units Declare War, Make Trade Pacts, and Lend Units and Resources Declare War...........................declare war, align neutrals Loan.......................................loan a unit to another player New Trade.............................create trade agreement: resources, oil, build points Pact Marker Move.................effects of moving a marker between offense and defense Pact OD.................................choose offensive or defensive for a new marker Initiative, Weather, Action Choice, and Switch Players Init..........................................roll for initiative Move First..............................choose whether or not to be 1st phasing player Action ...................................choose action Switch Player.........................change which player is active player Entering Unit Orders Main........................................master screen display Game Map..............................detailed game map for moving all units and attacking Globe......................................global map Air Units Setup Scrap............................scrap units Air Resources.........................assign pilots Air Transport Land.................put land units on a plane Plane Role..............................choose fighter or bomber for a fighter/bomber Air Attack...............................assign units to air attack, (map) Air Combat.............................arrange fighters and bombers, results, (map) Anti-Air..................................# of shots, (map) Anti-Air Combat....................results, (map) Land Units Pick HQ.................................select HQ to use with Offensive Chit Ignore Notional......................calculate attack odds with/without notional unit Land Combat.........................choose table for land combat & resolve, (map) Destroy Units.........................land combat results allocation Overstacked...........................fix overstacked hex by destroying units, (map) Breakdown.............................breakdown units, before and after Reform...................................reform broken down units into a corps unit Naval Units CVP Classes...........................CVP classes by year for air units Choose Carrier.......................place planes on carriers Drop Off.................................embark and disembark units Section....................................displays units in sea areas for moving a stack & dropping off units Naval Interception..................choose to intercept naval units that are moving through Naval Combat.........................overview of naval units in a sea area before combat US Naval Combat..................US selects which units participate in naval combat WIF Surprise..........................spend surprise points Naval Combat Include Type...choose whether to include subs Commit Subs..........................choose whether to commit subs Naval Combat Results............affect results of naval combat: damage, destroy, abort Convoy Info............................convoys by sea areas, and resources moving through Split........................................split convoy points Production, Reinforcement, Reserves, Reorganization, and Other End of Turn Stuff Reserves.................................select reserves to activate Add Minor Units....................add minor units to force pool Fort Hexside...........................select on which hexside to build a fort Reorganize.............................reorganize units using HQ US Entry Pool........................overview and draw chits for Germany/Italy/Japan entry and tension WIF US Entry.........................choose US Entry options, with overview Production..............................review and set production Production Undo....................cancel production and recover build points Save Build..............................save build points, (map) Save Oil..................................save oil points Use Oil...................................use oil to reorganize units Vichy......................................setup Vichy France Destroy Factory......................select which factory type to destroy Victory....................................display the final victory standings Information and Overviews Weather Report......................display current weather by weather zone Weather Chances....................probabilities for each weather type by weather zone on next roll Pool........................................overview of all the pools: production, force, etc. Global Legend........................legend for global map Action Limits.........................currently available actions Note........................................attach a note to a unit Distance..................................calculate air distance between points Chart Land Combat................2D10 table Pact.........................................overview of non-aggression pacts: garrisons and dates Pact Markers...........................current offensive and defensive markers Partisans.................................partisan overview Relations................................overview of relations with other major powers Trade.......................................overview of who is lending what to whom Lending...................................review trade agreements SB Losses...............................overview of strategic bombing losses Resource Production..............overview of resources => factories => build points Captured.................................list of factories and resources captured Game About............................about MWIF Player Interface Aids Cnt List...................................jump to capitals on map Dice........................................roll dice and see results Game Options........................game interface options CAP........................................set when to ask about using CAP Select Units............................create filter for displaying units Load Filter..............................load existing filter for viewing units Save Filter..............................save a filter for viewing units to disk for future use Load Options..........................load existing optional rule set Save Options..........................save an optional rule set to disk for future use Load Setup..............................load existing setup Save Setup..............................save current setup to disk for future use Communication with Other Players Chat........................................messages to/from another player receive/send, reply/new New Message.........................send a new message to another player Send To..................................define a group to receive a message III. Redesign Yeah, I know, it’s a lot. To help you get started on your critique you might select one area, (say, Air Units), and think through what you will want to do with them when you play MWIF. How will you select targets for ground strikes? How will you check for enemy interceptors? How will you move the planes you are sending on a mission? Are there any helpful hints that you would like the program to tell you about your own units or the enemy’s? You can choose an area that you have seen done really well in another game and tell us what was so good about it. Or choose an area of another game that you thought had a terrible interface, and tell us what to avoid. Of special interest to me are your thoughts about the interface for playing over the Internet, playing by email, and working with an AI Assistant. The last two were not in CWIF so we are truly starting with a blank page for their interface design. As some of you have probably figured out by now, I am very greedy in taking good ideas where ever I find them and building them into MWIF. The fact I never thought of an idea makes it even more attractive to me. Often I will take several ideas from different people and weave them together into one great idea. Even solutions that don’t work at all are of interest, because they usually identify a problem that needs to be solved. This should keep us busy for a while.
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Steve Perfection is an elusive goal.
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