ORIGINAL: Joel Billings
Is this any better? Since it's an alpha, I'm always interested in constructive criticism.
Thanks for not taking me to task for being my usual smart@$$ed self, Joel.
I dunno. This looks to me like it's got a long ways to go.
I guess my biggest problem is that nothing stands out distinctly, so that everything is difficult to see.
I suggest this:
-start with the underlying map. Work in fresh, full earthtones to get a pleasing, pastoral, historically flavorful background on which to play the game. Blues for water, greens for forests, and so on. There's no substitute for the
ambience created by a warm, richly colored, engaging map.
-make the divisions between areas interesting and vivid in themselves (electric colors are always good). Dashed lines are dead. Rivers make their own borders, of course, but should include the area division line themselves in order to avoid visual confusion.
-you've got a good start toward unit icons with the ships, but the rest is sh1t. A great idea for an area movement game like this is to perpetuate the "Civilization" series games unit icons for all purposes, or at least add some liveliness to the blocks and squares. You are going to have some density problems here, but consider ditching the "NATO designations." Telescoping multiple units into a single army organization helps relieve some of the congestion, for example (a rollover feature letting you "see" what you have in a particular area ought to be easily renderable).
-I like the start you have made toward presenting information through the cascading representations to the left of the HQs and with the circles around unit type symbols (representing supply or command status, I suppose), but it is, in this incarnation, totally inadequate. Once you have created a comprehensive scheme of unit and headquarters graphics, you can work with stars, bars, exclamation points, and whatever to show the player what the player needs to know, but, for reasons expressed with regard to unit icons above, you're just not ready to start on this yet.
-Cities, ports, forts, roads, railroads ... awful. Start fresh and give us some content here. If a railroad exists from point A to point B, let's see it. If a naval unit exerts some kind of zone of control over a segment of river or coastline, let's see it. If there is a conflict between units trying to exert control over such a river or coastline, let's see it. Again, the viewer's eye is strained beyond any idea of interest trying to follow those various sad grey things as they are now. One of the big mistakes many of your company's games have made is trying to pretend detail when there really is no function to it (the goofy "switchback" trails in UV and WitP are perfect examples of this). Make it attractive, but make it functional, is what I prefer.
In short, let's see it. This looks to me like a pretty lame effort at graphic representation so far.
Sorry. I don't like what I'm seeing here. I think a lot of rethinking and work is necessary. I'm not trying to be a "trasher," and I hope these remarks are helpful.