
MWIF Game Interface Design
Moderator: Shannon V. OKeets
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RE: MWIF Game Interface Design
4th in a series of 5. And what you have all been wanting to see, here is Global War, sometime after Germany has conquered the Lowlands.


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Steve
Perfection is an elusive goal.
Perfection is an elusive goal.
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RE: MWIF Game Interface Design
5th and last in the series. This is Lebensraum, still early in the campaign.
I think I'll change the column headers to match the currrent major power. here they are shown as if the Commonwealth were viewing the form.

I think I'll change the column headers to match the currrent major power. here they are shown as if the Commonwealth were viewing the form.

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Steve
Perfection is an elusive goal.
Perfection is an elusive goal.
RE: MWIF Game Interface Design
Well is it really important ?ORIGINAL: Shannon V. OKeets
Here is the other scenario that is limited to half of the world.
Another problem I have is the very long names for some objective hex (e.g., Rabual). I'll have to shorten those too.
The forms you did add to the game, giving a clear picture of what you have and what remains to get, but Rabaul is understandable as is.
How came China to be given credit for Diego Suarez (Madagascar).![]()
Isn't India closer ?
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RE: MWIF Game Interface Design
You could probably omit the country/territory names from the objective names.
~ Composer99
RE: MWIF Game Interface Design
Would it be possible to list the objectives alphbetically or by map?
Also, designer needs to be aware that for neutral objectives, the closest (unconquered) major power capital gets control. India's capital is closer to, I think, Aden, Riyahd, Teheran, and perhaps Bagdhad.
Also, designer needs to be aware that for neutral objectives, the closest (unconquered) major power capital gets control. India's capital is closer to, I think, Aden, Riyahd, Teheran, and perhaps Bagdhad.
Steve Balk
Iowa, USA
Iowa, USA
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RE: MWIF Game Interface Design
I thought about different sorting schemes but I wasn't really happy with any of them. What you see here are the objectives from north to south; except for Barbarossa where the true objective cities are listed first, followed by the USSR cities that count for victory pioints in that scenario.ORIGINAL: sajbalk
Would it be possible to list the objectives alphbetically or by map?
Also, designer needs to be aware that for neutral objectives, the closest (unconquered) major power capital gets control. India's capital is closer to, I think, Aden, Riyahd, Teheran, and perhaps Bagdhad.
One of the reasons I really wanted this information listed was to check that the calcualtions of ownership/nearest is being done correctly.
===
Here is another scenario with the form slightly improved. I will have to allocate more room for the table in the upper left for when there are multiple players (up to 6).

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Steve
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RE: MWIF Game Interface Design
One last screen shot of this form for today. I shortened the names of some places so they fit within the space available.
I need to write more code for Guadalcanal and Day of Infamy which have different victory conditions. I also want to indicate when the 'owner' is because of proximity.

I need to write more code for Guadalcanal and Day of Infamy which have different victory conditions. I also want to indicate when the 'owner' is because of proximity.

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Steve
Perfection is an elusive goal.
Perfection is an elusive goal.
RE: MWIF Game Interface Design
Warspite1ORIGINAL: Shannon V. OKeets
One last screen shot of this form for today. I shortened the names of some places so they fit within the space available.
I need to write more code for Guadalcanal and Day of Infamy which have different victory conditions. I also want to indicate when the 'owner' is because of proximity.
Nice forms [:)]
Suggestion
Could you amend the Owner name, rather than shorten the Objective description? The reason I say this is that some of the objective places will not be readily identifiable to players new to the game and/or with limited geographic knowledge e.g. Pago Pago, Diego Suarez etc. Instead why not have: CW, USA, Fr, Jap, China, USSR and Ger. Because you have added the colours (excellent idea), this makes it clear which major power you are referring to without the full name.
Now Maitland, now's your time!
Duke of Wellington to 1st Guards Brigade - Waterloo 18 June 1815
Duke of Wellington to 1st Guards Brigade - Waterloo 18 June 1815
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RE: MWIF Game Interface Design
That's the full list of objective hexes - I only had to shortened 3 names (Aleut., Neth., and Terr.). I don't think anything has bee lost by doing so.ORIGINAL: warspite1
Warspite1ORIGINAL: Shannon V. OKeets
One last screen shot of this form for today. I shortened the names of some places so they fit within the space available.
I need to write more code for Guadalcanal and Day of Infamy which have different victory conditions. I also want to indicate when the 'owner' is because of proximity.
Nice forms [:)]
Suggestion
Could you amend the Owner name, rather than shorten the Objective description? The reason I say this is that some of the objective places will not be readily identifiable to players new to the game and/or with limited geographic knowledge e.g. Pago Pago, Diego Suarez etc. Instead why not have: CW, USA, Fr, Jap, China, USSR and Ger. Because you have added the colours (excellent idea), this makes it clear which major power you are referring to without the full name.
I will use abbreviations for the major powers when there are more than 1 of them and their name is long (i.e., CW & US). That will come up very rarely.
I have added an asterisk if the objective is assigned by proximity of the capital (not shown here - maybe I'll find time to do that tomorrow).
Steve
Perfection is an elusive goal.
Perfection is an elusive goal.
RE: MWIF Game Interface Design
Warspite1ORIGINAL: Shannon V. OKeets
That's the full list of objective hexes - I only had to shortened 3 names (Aleut., Neth., and Terr.). I don't think anything has bee lost by doing so.ORIGINAL: warspite1
Warspite1ORIGINAL: Shannon V. OKeets
One last screen shot of this form for today. I shortened the names of some places so they fit within the space available.
I need to write more code for Guadalcanal and Day of Infamy which have different victory conditions. I also want to indicate when the 'owner' is because of proximity.
Nice forms [:)]
Suggestion
Could you amend the Owner name, rather than shorten the Objective description? The reason I say this is that some of the objective places will not be readily identifiable to players new to the game and/or with limited geographic knowledge e.g. Pago Pago, Diego Suarez etc. Instead why not have: CW, USA, Fr, Jap, China, USSR and Ger. Because you have added the colours (excellent idea), this makes it clear which major power you are referring to without the full name.
I will use abbreviations for the major powers when there are more than 1 of them and their name is long (i.e., CW & US). That will come up very rarely.
I have added an asterisk if the objective is assigned by proximity of the capital (not shown here - maybe I'll find time to do that tomorrow).
Okay thanks - as I say, these are nice, well set out, user friendly forms that let a player know at-a-glance what the state of play is.
Now Maitland, now's your time!
Duke of Wellington to 1st Guards Brigade - Waterloo 18 June 1815
Duke of Wellington to 1st Guards Brigade - Waterloo 18 June 1815
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RE: MWIF Game Interface Design
One more screen shot with the lateset revisions. I've added the asterisks for those hexes that are not physically owned by a major power. I'm going to need one more tweak to allow 15 items in the list of player. There is only room for 14 presently.
EDIT: By the way, the order of victory cities is by latitude, with Helsinki the northernmost and Wellington the southernmost.

EDIT: By the way, the order of victory cities is by latitude, with Helsinki the northernmost and Wellington the southernmost.

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Steve
Perfection is an elusive goal.
Perfection is an elusive goal.
RE: MWIF Game Interface Design
Could you make the color a neutral white for when the victory point is split between 2 sides? Or maybe use both the nations colors?ORIGINAL: Shannon V. OKeets
I decided it was moderately insane to not include a list of the objective hexes and who controls them - as part of the Victory Totals.
Here is my first pass on this. The scenario is Barbarossa. Notice that some cities appear twice because they are counted twice (e.g., Moscow).
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I think that I would prefer that Helsinki in this example was in white color.
Have a bit more patience with newbies. Of course some of them act dumb -- they're often students, for heaven's sake. - Terry Pratchett
A government is a body of people; usually, notably, ungoverned. - Quote from Firefly
A government is a body of people; usually, notably, ungoverned. - Quote from Firefly
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RE: MWIF Game Interface Design
I think the asterisks will help with that. But I'll see how it looks with white for split ownership.ORIGINAL: Orm
Could you make the color a neutral white for when the victory point is split between 2 sides? Or maybe use both the nations colors?ORIGINAL: Shannon V. OKeets
I decided it was moderately insane to not include a list of the objective hexes and who controls them - as part of the Victory Totals.
Here is my first pass on this. The scenario is Barbarossa. Notice that some cities appear twice because they are counted twice (e.g., Moscow).
![]()
I think that I would prefer that Helsinki in this example was in white color.
One thing I want to do for the Barbarossa victory list is to put a '2' after those that count double - and remove the duplicate entries.
Steve
Perfection is an elusive goal.
Perfection is an elusive goal.
- composer99
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RE: MWIF Game Interface Design
For the asterisk identifying when a neutral objective is going to a major power based on proximity, I trust there will be a note at the bottom of the form telling the viewer what it is for?
~ Composer99
RE: MWIF Game Interface Design
I like the colour code scheme as well. White for 'shared' ownership is a good idea. I find ownership by proximity rather than occupancy a strange game concept? If game ended would the Major power really get these Victory Points?
Layout is fine but I would have thought that a columnar approach with countries as column headings and VP sites owned underneath would have been a better approach? However Steve says that he needs 14 spaces for countries (which would be the column headers) and I've no idea what the longest row would be? So possibly the layout above is more cost effective in space. (I see France would need 3 headings...)
I think the space or row taken up with the declaration of who is winning is unecessary though. The table at top clearly shows this? But it does add a bit of flavour to all the tables. [8|]
Layout is fine but I would have thought that a columnar approach with countries as column headings and VP sites owned underneath would have been a better approach? However Steve says that he needs 14 spaces for countries (which would be the column headers) and I've no idea what the longest row would be? So possibly the layout above is more cost effective in space. (I see France would need 3 headings...)
I think the space or row taken up with the declaration of who is winning is unecessary though. The table at top clearly shows this? But it does add a bit of flavour to all the tables. [8|]
RE: MWIF Game Interface Design
I think that an alphabetical list would be better.ORIGINAL: Shannon V. OKeets
EDIT: By the way, the order of victory cities is by latitude, with Helsinki the northernmost and Wellington the southernmost.
If you search for Rabaul for example, it is easier to search at "r" rather than between Singapore and Batavia.
RE: MWIF Game Interface Design
[/quote]ORIGINAL: Plain Ian
I like the colour code scheme as well. White for 'shared' ownership is a good idea. I find ownership by proximity rather than occupancy a strange game concept? If game ended would the Major power really get these Victory Points?
Yes.
All 67 objectives count, and all need to be attributed to a Major Power.
The neutral ones are considered under influence by the nearest Major Power, and that Major Power gets the credit for that Objective.
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RE: MWIF Game Interface Design
ORIGINAL: Froonp
I think that an alphabetical list would be better.ORIGINAL: Shannon V. OKeets
EDIT: By the way, the order of victory cities is by latitude, with Helsinki the northernmost and Wellington the southernmost.
If you search for Rabaul for example, it is easier to search at "r" rather than between Singapore and Batavia.
I concur with Patrice.
~ Composer99
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RE: MWIF Game Interface Design
See post 1811 for the note about the asterisks.ORIGINAL: composer99
For the asterisk identifying when a neutral objective is going to a major power based on proximity, I trust there will be a note at the bottom of the form telling the viewer what it is for?
Steve
Perfection is an elusive goal.
Perfection is an elusive goal.
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RE: MWIF Game Interface Design
Ok, I'll look into adding the ability to sort by: (1) alphabetically by name of location, (2) controlling major power, and (3) by latitude. Any others?ORIGINAL: composer99
ORIGINAL: Froonp
I think that an alphabetical list would be better.ORIGINAL: Shannon V. OKeets
EDIT: By the way, the order of victory cities is by latitude, with Helsinki the northernmost and Wellington the southernmost.
If you search for Rabaul for example, it is easier to search at "r" rather than between Singapore and Batavia.
I concur with Patrice.
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I'll add the function that if you click on a city, the detailed map centers on the city. For players with a limited background in geography that should be a big help.
Steve
Perfection is an elusive goal.
Perfection is an elusive goal.