MWIF Game Interface Design

World in Flames is the computer version of Australian Design Group classic board game. World In Flames is a highly detailed game covering the both Europe and Pacific Theaters of Operations during World War II. If you want grand strategy this game is for you.

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Anendrue
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RE: MWIF Game Interface Design

Post by Anendrue »

To established players the screens are a pain in the neck. To a new player they are very helpful. They slow down the game and compartmentalize the flow of information. Perhaps the solution is to have a config file to set the message flow a player wants. Perhaps 3 options on each message type. On, Off, and Time Delay (where in an ideal world you could set the amount of time delay). This way as a player progresses and becomes more expieranced he could modify the message settings to suit. Perhaps just a simple option of beginner, advanced, and delay message settings. That would even simplify it down to a single option setting and not one for each and every message. Personally I prefer the complete message settings capability. Oh well just my 2 cents.
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RE: MWIF Game Interface Design

Post by Shannon V. OKeets »

ORIGINAL: abj9562
To established players the screens are a pain in the neck. To a new player they are very helpful. They slow down the game and compartmentalize the flow of information. Perhaps the solution is to have a config file to set the message flow a player wants. Perhaps 3 options on each message type. On, Off, and Time Delay (where in an ideal world you could set the amount of time delay). This way as a player progresses and becomes more expieranced he could modify the message settings to suit. Perhaps just a simple option of beginner, advanced, and delay message settings. That would even simplify it down to a single option setting and not one for each and every message. Personally I prefer the complete message settings capability. Oh well just my 2 cents.

I disagree.

As a player, I want to know if Germany has agreed to the USSR claim on Bessarabia or not. Even if I am playing Italy.

If I am trying to send out a paradrop mission, it would be nice to be told that all the air missions are used up, rather than just ... I don't know, automatically return the air unit to its starting hex and say nothing?

If an opponent just strategically bombed my factories, I would like to know about that too.

My point here is that the informational messages contain important information. There are only a few places where posting the report to the player may optionally be skipped. But I can hear the cries of anguish/outrage now when something was not reported and the player wanted to know about it. Or the player is trying to do something that is not legal and the program doesn't inform him as to why it is illegal. In both cases it is "the stupid programmer is causing me grief".
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RE: MWIF Game Interface Design

Post by Norden_slith »

Question regarding borders.
It looks like borderlines remain, even after conquest of the country, is that correct?

If so, maybe they can be toned down, so they are still known, but no longer apply.

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RE: MWIF Game Interface Design

Post by Shannon V. OKeets »

ORIGINAL: Norden
Question regarding borders.
It looks like borderlines remain, even after conquest of the country, is that correct?

If so, maybe they can be toned down, so they are still known, but no longer apply.

Norden

Borders of conquered countries are important for partisans and liberation. The 'subcountries' (e.g., Polish corridor), are drawn in using thinner lines. Most of them are there purely for historical interest, but some are involved in poliitcal decisions (e.g., Bessarabia).
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RE: MWIF Game Interface Design

Post by Anendrue »

Well what about dynamic national borders that redraw themselves after conquest occurs. The counquered nation border could be toned down wiith smaller subdued borders showing both the old and the new.
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RE: MWIF Game Interface Design

Post by Missouri_Rebel »

ORIGINAL: abj9562

Well what about dynamic national borders that redraw themselves after conquest occurs. The counquered nation border could be toned down wiith smaller subdued borders showing both the old and the new.

That would be nice.
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RE: MWIF Game Interface Design

Post by Shannon V. OKeets »

ORIGINAL: abj9562
Well what about dynamic national borders that redraw themselves after conquest occurs. The counquered nation border could be toned down wiith smaller subdued borders showing both the old and the new.

I do not understand what you are proposing here. Two colors for one border?

In general I want to minimize the number of colors that convey information on the map. When there are a lot of different colors intended to communicate different messages, the resulting rainbow overwhelms the senses and nothing is understood. The overall design is for a muted background with units in vibrant primary colors. The red outline for the country borders is an exception - one that follows WIF FE tradition (and a similar tradition for numerous wargames that preceded it).

Others have proposed alternative outlines for invadable hexes and I have agreed to make them temporarily visible when the player requests that information.

But trying to do do too much leaves me unhappy with the result. CWIF used dark green for weather zone borders and other colors (e.g., purple) for when rivers, alpine hexsides, country borders, weather zones for overlapped. I never liked that at all. Right now, we've got the red country borders, the blue rivers, and the white alpine hexsides - that's enough I believe (and very patriotic).
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RE: MWIF Game Interface Design

Post by Anendrue »

Specifically, I was suggesting that borders stay the same color this is a size of thickness suggestion. However after conquest the old border lines that no longer apply could be drawn to a smaller thickness and the new borders would be drawn at the normal thickness. To make this work the National boundaries might need to be sliightly thicker to begin with though.
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RE: MWIF Game Interface Design

Post by JagdFlanker »

i agree with mr OKeets that on the main map adjusting borders would be absolutly hell to program and get to work properly. however on the strategic map it would be nice if, say you were any axis country, you could have all the areas/hexes that were in full axis possesion to be hi-lited (or have the non controlled land areas darkened) and perhaps have contested areas (like a half conquored country) to be a "medium" colour or something of the like - it might be handy to see where there are problems at a quick glance, especially the SZ's. unoccupied SZ's could remain hi-lited/undarkened since they pose no threat, enemy SZ's would be dark, and SZ's with both sides occupiying it would be the medium colour. just throwing it out - this could be hell to program also! i am also assuming that you can click on the strategic map to quickly go to that area on the main map - this may not be the case...
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RE: MWIF Game Interface Design

Post by Shannon V. OKeets »

ORIGINAL: Flanker Leader

i agree with mr OKeets that on the main map adjusting borders would be absolutly hell to program and get to work properly. however on the strategic map it would be nice if, say you were any axis country, you could have all the areas/hexes that were in full axis possesion to be hi-lited (or have the non controlled land areas darkened) and perhaps have contested areas (like a half conquored country) to be a "medium" colour or something of the like - it might be handy to see where there are problems at a quick glance, especially the SZ's. unoccupied SZ's could remain hi-lited/undarkened since they pose no threat, enemy SZ's would be dark, and SZ's with both sides occupiying it would be the medium colour. just throwing it out - this could be hell to program also! i am also assuming that you can click on the strategic map to quickly go to that area on the main map - this may not be the case...
Some of this is already in place (inherited from CWIF). The global map can be set to show:
1 - control by major powers
2 - unit occupancy by major powers
3 - weather by weather zone (obviously)
4 - convoys in sea areas.

I am leaving that as is for the present. I'll review it later when I get into redesigning presentation of naval operations.
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RE: MWIF Game Interface Design

Post by Froonp »

I never liked that at all. Right now, we've got the red country borders, the blue rivers, and the white alpine hexsides - that's enough I believe (and very patriotic).
I think that the weather zone borderline should still be drawn on the map.
It was in green in CWiF, and the same width as the borders and the rivers, so when you had both or all three on a single hexside you weren't always sure there was a river.
I'm sure that the weather borderlines could be shown on the MWiF map, if only the Borders were 1-2 more pixel in width, and if the weather borderline was 1-2 pixel less in width, and it was drawn above the national Borders.
Moreover, the Weathere borderline could appear as on the WiF FE map, that is a dotted light blue line.

Lastly, I think this is a must because even if a toggle can make appear a symbol in each hex to show which Weather zone it is in, it is ugly to have them all displayed all the time so they end up toggled off. And it is important for the player to have this line, as a reminder of why the things are the way they are. For example, I often was bothered in Poland because suddenly a unit could not enter a hexe I wanted to enter, only to discover that it was in another weather zone with a worse weather. Sometimes Weather zones are so meshed one within the others that thje separating line is not obvious nor a straight line.
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RE: MWIF Game Interface Design

Post by Shannon V. OKeets »

ORIGINAL: Froonp
I never liked that at all. Right now, we've got the red country borders, the blue rivers, and the white alpine hexsides - that's enough I believe (and very patriotic).
I think that the weather zone borderline should still be drawn on the map.
It was in green in CWiF, and the same width as the borders and the rivers, so when you had both or all three on a single hexside you weren't always sure there was a river.
I'm sure that the weather borderlines could be shown on the MWiF map, if only the Borders were 1-2 more pixel in width, and if the weather borderline was 1-2 pixel less in width, and it was drawn above the national Borders.
Moreover, the Weathere borderline could appear as on the WiF FE map, that is a dotted light blue line.

Lastly, I think this is a must because even if a toggle can make appear a symbol in each hex to show which Weather zone it is in, it is ugly to have them all displayed all the time so they end up toggled off. And it is important for the player to have this line, as a reminder of why the things are the way they are. For example, I often was bothered in Poland because suddenly a unit could not enter a hexe I wanted to enter, only to discover that it was in another weather zone with a worse weather. Sometimes Weather zones are so meshed one within the others that thje separating line is not obvious nor a straight line.

This is still an open design item. The same problem exists for the weather zones at sea. I do not disagree with your points, I just am unsatisfied with the solutions I've seen so far. To make the weather zones noticeable without being ugly is the crux of the problem. Green gets lost in the forest/jungle/swamp/all sea hexes. Pinks and purples - ugh. White is a possibility - and make it a toggle so it doesn't have to be shown all the time. Dotted or dashed white when they overlie sea area or country borders. That's the best I've come up with so far. And I am not yet convinced it will look ok - not enough to go to the effort of coding it anyway. Ideas? In the meanwhile, fermentation continues.
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RE: MWIF Game Interface Design

Post by Anendrue »

I downloaded some weather map cards from one of the fan sites lined by either Patrice's or ADG's links and the weather cards are awesome for hex and counter version. I wonder if a floating card (message box with nice graphic skin of the weather) in the upper right corner activated (turned on or off) by toggle could easily show the weather for whatever hex the cursor is over? That is if you move the cursor into a new weather zone the card is redrawn with a new skin depicting the weather in the active zone.
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RE: MWIF Game Interface Design

Post by Anendrue »

ORIGINAL: Shannon V. OKeets

Right now, we've got the red country borders, the blue rivers, and the white alpine hexsides - that's enough I believe (and very patriotic).

Well at least the UK, France, and USA agree that Red White and Blue iis patriotic. [:)]
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RE: MWIF Game Interface Design

Post by lomyrin »

ORIGINAL: Froonp
I never liked that at all. Right now, we've got the red country borders, the blue rivers, and the white alpine hexsides - that's enough I believe (and very patriotic).
I think that the weather zone borderline should still be drawn on the map.
It was in green in CWiF, and the same width as the borders and the rivers, so when you had both or all three on a single hexside you weren't always sure there was a river.
I'm sure that the weather borderlines could be shown on the MWiF map, if only the Borders were 1-2 more pixel in width, and if the weather borderline was 1-2 pixel less in width, and it was drawn above the national Borders.
Moreover, the Weathere borderline could appear as on the WiF FE map, that is a dotted light blue line.

Lastly, I think this is a must because even if a toggle can make appear a symbol in each hex to show which Weather zone it is in, it is ugly to have them all displayed all the time so they end up toggled off. And it is important for the player to have this line, as a reminder of why the things are the way they are. For example, I often was bothered in Poland because suddenly a unit could not enter a hexe I wanted to enter, only to discover that it was in another weather zone with a worse weather. Sometimes Weather zones are so meshed one within the others that thje separating line is not obvious nor a straight line.

I absolutely find that a weather line is a must, just like Patrice above thinks.

Lars
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RE: MWIF Game Interface Design

Post by Shannon V. OKeets »

ORIGINAL: abj9562

I downloaded some weather map cards from one of the fan sites lined by either Patrice's or ADG's links and the weather cards are awesome for hex and counter version. I wonder if a floating card (message box with nice graphic skin of the weather) in the upper right corner activated (turned on or off) by toggle could easily show the weather for whatever hex the cursor is over? That is if you move the cursor into a new weather zone the card is redrawn with a new skin depicting the weather in the active zone.
Currently the program has the ability to show weather and weather zones for each hex as a toggle. They overlie other information in a hex so most of the times the players will have them turned off. In addition, and separate, there are less intrusive weather overlays for non-fine weather. I am working with the artist on modifying them. I will also make them optional, but I expect most players to leave them on all the time.

What Patrice and Lars are talking about is something additional for weather zones, that is always present on the map (though I will make it a separate toggle too). The goal here is to have something visual that doesn't interfere with other information in the hex - hence the solution of using the hexsides to show demarkation lines rather than labelling each hex. I agree with Lars and Patrice that this is essential.
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RE: MWIF Game Interface Design

Post by Norden_slith »

ORIGINAL: abj9562

Well what about dynamic national borders that redraw themselves after conquest occurs. The counquered nation border could be toned down wiith smaller subdued borders showing both the old and the new.

Yes, something like that would be great. Nothing like a "interactive" map. I've seen it in other games, it's a relative minor detail but a great effect.
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RE: MWIF Game Interface Design

Post by Anendrue »

ORIGINAL: Shannon V. OKeets

What Patrice and Lars are talking about is something additional for weather zones, that is always present on the map (though I will make it a separate toggle too). The goal here is to have something visual that doesn't interfere with other information in the hex - hence the solution of using the hexsides to show demarkation lines rather than labelling each hex. I agree with Lars and Patrice that this is essential.

Sorry about that I guess I just misunderstood the entire conversation. I was under the impression the idea was to show consistantly the weather in each zone at a glance. However I do understand it is hard in some hexes to see the weather zone it belongs to when counters are covering the map.
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RE: MWIF Game Interface Design

Post by Shannon V. OKeets »

ORIGINAL: abj9562
ORIGINAL: Shannon V. OKeets
What Patrice and Lars are talking about is something additional for weather zones, that is always present on the map (though I will make it a separate toggle too). The goal here is to have something visual that doesn't interfere with other information in the hex - hence the solution of using the hexsides to show demarkation lines rather than labelling each hex. I agree with Lars and Patrice that this is essential.

Sorry about that I guess I just misunderstood the entire conversation. I was under the impression the idea was to show consistantly the weather in each zone at a glance. However I do understand it is hard in some hexes to see the weather zone it belongs to when counters are covering the map.

The weather and weather zones are related but not the same. Two adjacent weather zones may have the same weather during the current impulse set (the weather stays the same for 2 impulses) but there is always the possibility that may change on the next weather roll. So the players want to know where the weather zones meet in order to assess the likelihood of movement, combat, and supply conditions changing due to weather in the near future.
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RE: MWIF Game Interface Design

Post by Shannon V. OKeets »

Here are some screen shots of the naval descritptions that Terje has been working on. I apologize for the irregular spacing in the text - I haven't quite decided on how to present paragraph text. I probably will write a little whip-de-doo routine that formats text descriptions using symbol combinations to denote new paragraphs (e.g., ".P" means new paragraph). Then I will remove extraneous blanks.

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