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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RE: MWIF Game Interface Design

Post by Shannon V. OKeets »

ORIGINAL: Froonp
ORIGINAL: Greywolf
But the Vichy sub is not that much different from FF ones, they could use the blue strip to look like other vichy naval unit. Except you can do that because of the way the counters are made if I am right ?
ORIGINAL: Shannon V. OKeets
I would like all the Vichy French units to have the solid coloring like the submarines and the land units. That would make them appear the same as any other countries units. It is only the bitmaps that prevent that.

Why not make the SUBs (& TRS & AMPH) the same as the other naval units counters, with the 2 strips instead of all solid color ?
I could do that - I thought about it for at least 3 seconds once upon a time. Though that makes all the naval units match, it makes them completely different from the land units. And making the land units striped to match the naval units really doesn't appeal to me.

Other opinions? [I can make these changes in under 5 minutes.]
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RE: MWIF Game Interface Design

Post by peskpesk »

ORIGINAL: Shannon V. OKeets

ORIGINAL: Froonp
ORIGINAL: Greywolf
But the Vichy sub is not that much different from FF ones, they could use the blue strip to look like other vichy naval unit. Except you can do that because of the way the counters are made if I am right ?
ORIGINAL: Shannon V. OKeets
I would like all the Vichy French units to have the solid coloring like the submarines and the land units. That would make them appear the same as any other countries units. It is only the bitmaps that prevent that.

Why not make the SUBs (& TRS & AMPH) the same as the other naval units counters, with the 2 strips instead of all solid color ?
I could do that - I thought about it for at least 3 seconds once upon a time. Though that makes all the naval units match, it makes them completely different from the land units. And making the land units striped to match the naval units really doesn't appeal to me.

Other opinions? [I can make these changes in under 5 minutes.]

Steve, if it’s a quick fix, can show us a image of how the modified units would look?
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RE: MWIF Game Interface Design

Post by IKerensky_alt »

I agree that stripped land unit wouldn't look too good ( or at least confusing ). But I think that showing all the naval unit with the stripes could be nice as it will help identificate them faster ( plain = land, stripped = naval, boxed = air )....
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RE: MWIF Game Interface Design

Post by Shannon V. OKeets »

ORIGINAL: Greywolf

I agree that stripped land unit wouldn't look too good ( or at least confusing ). But I think that showing all the naval unit with the stripes could be nice as it will help identificate them faster ( plain = land, stripped = naval, boxed = air )....
All right, I'll try to do a post of that tomorrow.
Steve

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RE: MWIF Game Interface Design

Post by Shannon V. OKeets »

I have reworked the initiative form. The version from CWIF showed the impulse number and other values but the context/importance of those values was difficult to nuderstand unless you were very familiar with WIF.

I've added the Initiative and Impulse Tracks, similar to the what appears in the paper version (WIF FE). I've also thrown in some of the notes that are on those charts.

The screen shot on the left was taken at the start of Barbarossa, where the scenario setup instructions have dictated which side has the initiative. The player hs no decision to make and just clicks on the OK button to end the phase.

The screen shot on the right is from a later turn in the Global War scenario. The Axis has won the initiative die roll but since the Initiative track is at 0, the Allies can decide whether to ask for a reroll or not. That is why the screen background is green - the US player needs to decide. He makes his choice by clicking on either the Reroll or No Reroll button. I tried to display the die roll for each side (they should appear just above the Reroll & No Reroll buttons), but for some reasons they aren't showing up. I am also thinking about adding the Move First decision to this form since you will want to have most of this information at your fingertips when making that decision.

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RE: MWIF Game Interface Design

Post by IKerensky_alt »

Hum, no RAW on hand but I think you dont know if your opponent want to go first or not when choosing to reroll. Also, the fact you win/loss initiative with a reroll can alter your choice of going first/last so you can adjust the initiative track for next turn. Especially in the 0 area I think. But it could help speed up PBEM.
 
The sandy texture of the american box make the white writing a bit hard to read. and the OK button and text under it are not centered but slighty to the left. The text that explain the impulse track could benefit to be included into the impulse track box, right now I thought it was explaining the choice you had with the button above him.
 
Are the white button greyed out or highlighted ? I think that they are greyed out but that dont look that evident as their text label insn't altered like it should be.
 
And to end with a real nitpicking note: why are the Axis on top of the initiative ladder and Allies on bottom ? isn't Allies before Axis in alphabet ;)
 
Kudos on your job :)
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RE: MWIF Game Interface Design

Post by Shannon V. OKeets »

ORIGINAL: Greywolf

Hum, no RAW on hand but I think you dont know if your opponent want to go first or not when choosing to reroll. Also, the fact you win/loss initiative with a reroll can alter your choice of going first/last so you can adjust the initiative track for next turn. Especially in the 0 area I think. But it could help speed up PBEM.

The sandy texture of the american box make the white writing a bit hard to read. and the OK button and text under it are not centered but slighty to the left. The text that explain the impulse track could benefit to be included into the impulse track box, right now I thought it was explaining the choice you had with the button above him.

Are the white button greyed out or highlighted ? I think that they are greyed out but that dont look that evident as their text label insn't altered like it should be.

And to end with a real nitpicking note: why are the Axis on top of the initiative ladder and Allies on bottom ? isn't Allies before Axis in alphabet ;)

Kudos on your job :)
I have special tweezers for nits and then I burned them using a magnifying glass under the Hawaiian sun.

Many small improvements can really make things much better. Thanks for the feedback.
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RE: MWIF Game Interface Design

Post by Caquineur »

ORIGINAL: Shannon V. OKeets
(from text in image) ...These modifiers are +1 when playing Fascist Tide or Day of Infamy...

Instead of "These modifiers are +1", it might be clearer to read "These modifiers are -1 and 0" (obvious for veteran players, not so for beginners like me)

Instead of "Fascist Tide or Day of Infamy", it might be more precise to say "a 1 or 2-map game" - If I'm not mistaken, players may pass in the 2 5-turn scenarios (Barbarossa and Guadalcanal).

Just my one cent and one cent more.
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RE: MWIF Game Interface Design

Post by sajbalk »

A couple of things: you need to know which side won the initiative last turn because in the currenct turn, last turn's intiative loser wins intiative in the event of ties. So, this information should be displayed somewhere.

For passing to end the turn early -- should read "-1"

Finally, you must choose to re-roll before you know whether the intiative winning side wishes to go first or allow the other side to go first.

Initiatve = higher modified initiative number.
Must choose re-roll or not if you lose.
Then iniative winner chooses to go first or second.
If a tie, the side without initiative wins the initiative.
Remember, initiative is not the same as going first.

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RE: MWIF Game Interface Design

Post by Shannon V. OKeets »

ORIGINAL: Caquineur
ORIGINAL: Shannon V. OKeets
(from text in image) ...These modifiers are +1 when playing Fascist Tide or Day of Infamy...

Instead of "These modifiers are +1", it might be clearer to read "These modifiers are -1 and 0" (obvious for veteran players, not so for beginners like me)

Instead of "Fascist Tide or Day of Infamy", it might be more precise to say "a 1 or 2-map game" - If I'm not mistaken, players may pass in the 2 5-turn scenarios (Barbarossa and Guadalcanal).

Just my one cent and one cent more.
Yes. Thanks.
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RE: MWIF Game Interface Design

Post by Shannon V. OKeets »

ORIGINAL: sajbalk

A couple of things: you need to know which side won the initiative last turn because in the currenct turn, last turn's intiative loser wins intiative in the event of ties. So, this information should be displayed somewhere.

For passing to end the turn early -- should read "-1"

Finally, you must choose to re-roll before you know whether the intiative winning side wishes to go first or allow the other side to go first.

Initiatve = higher modified initiative number.
Must choose re-roll or not if you lose.
Then iniative winner chooses to go first or second.
If a tie, the side without initiative wins the initiative.
Remember, initiative is not the same as going first.

I'll add the information about who wins ties. Thanks.
Steve

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RE: MWIF Game Interface Design

Post by Froonp »

ORIGINAL: sajbalk

A couple of things: you need to know which side won the initiative last turn because in the currenct turn, last turn's intiative loser wins intiative in the event of ties. So, this information should be displayed somewhere.

For passing to end the turn early -- should read "-1"

Finally, you must choose to re-roll before you know whether the intiative winning side wishes to go first or allow the other side to go first.

Initiatve = higher modified initiative number.
Must choose re-roll or not if you lose.
Then iniative winner chooses to go first or second.
If a tie, the side without initiative wins the initiative.
Remember, initiative is not the same as going first.

All good points.
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RE: MWIF Game Interface Design

Post by Froonp »

ORIGINAL: Shannon V. OKeets

I have reworked the initiative form. The version from CWIF showed the impulse number and other values but the context/importance of those values was difficult to nuderstand unless you were very familiar with WIF.
These are HUGE improvements over the old ones !!! [&o]
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RE: MWIF Game Interface Design

Post by Shannon V. OKeets »

A revised version based on yesterday's forum feedback. Since this screen shot was taken I have widened the space for showing the die rolls, so the 7 no longer drops down to the next line.

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RE: MWIF Game Interface Design

Post by christo »

ORIGINAL: Caquineur
ORIGINAL: Shannon V. OKeets
(from text in image) ...These modifiers are +1 when playing Fascist Tide or Day of Infamy...

Instead of "These modifiers are +1", it might be clearer to read "These modifiers are -1 and 0" (obvious for veteran players, not so for beginners like me)

Instead of "Fascist Tide or Day of Infamy", it might be more precise to say "a 1 or 2-map game" - If I'm not mistaken, players may pass in the 2 5-turn scenarios (Barbarossa and Guadalcanal).

Just my one cent and one cent more.

Terms such as 1 or 2 map game will be somewhat redundant given the unified global scale. Could well be confusing to those who have not played WIFFE
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RE: MWIF Game Interface Design

Post by Shannon V. OKeets »

ORIGINAL: Shannon V. OKeets

ORIGINAL: Greywolf

I agree that stripped land unit wouldn't look too good ( or at least confusing ). But I think that showing all the naval unit with the stripes could be nice as it will help identificate them faster ( plain = land, stripped = naval, boxed = air )....
All right, I'll try to do a post of that tomorrow.
It took me awhile to get around to this. Here are Vichy French units with the naval units all done with similar striping. I'll eventually get around to removing the thin edging of darker blue/lavender around the air and naval units as they appear on the map. The Flyouts show the units the way I would like them to appear.

Image
EDIT: By the way, Italy conquered France in this game.
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RE: MWIF Game Interface Design

Post by felixghost »

Looks excellent!
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RE: MWIF Game Interface Design

Post by IKerensky_alt »

+1, nice and crisp :)
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RE: MWIF Game Interface Design

Post by Caquineur »

ORIGINAL: christo
ORIGINAL: Caquineur
ORIGINAL: Shannon V. OKeets
(from text in image) ...These modifiers are +1 when playing Fascist Tide or Day of Infamy...
...Instead of "Fascist Tide or Day of Infamy", it might be more precise to say "a 1 or 2-map game" - If I'm not mistaken, players may pass in the 2 5-turn scenarios (Barbarossa and Guadalcanal).
...
Terms such as 1 or 2 map game will be somewhat redundant given the unified global scale. Could well be confusing to those who have not played WIFFE

Quite true, I hadn't thought of that [:(] - fortunately Steve did and instead of "a 1 or 2-map game" as I suggested, used a less confusing phrase (see post 1734). Thanks for noticing that.
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RE: MWIF Game Interface Design

Post by Neilster »

Jeez I hate Vichy France. "Let's fight the guys who are trying to defeat the evil regime that occupies our country"

Sorry? Run that by me again... [8|]

Cheers, Neilster
Cheers, Neilster
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