MWIF Game Interface Design

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Neilster
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RE: MWIF Game Interface Design

Post by Neilster »

ORIGINAL: Taxman66

Yeah I understand. I thought maybe the problem was painting the supply situation onto every hex in the world when you only needed to do it for the visible map.

For veterns of the game it's probably not much of an issue. But it can be a harsh learning curve when newbie moves a unit into a OOS situation, or worse moves an OOS unit that could have been put back in supply by moving a different unit first, without realizing it. Some kind of warning would be useful.
Won't the unit indicators change in these situations? Even new players will soon learn to keep a close watch on these.

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RE: MWIF Game Interface Design

Post by Shannon V. OKeets »

ORIGINAL: Neilster

ORIGINAL: Taxman66

Yeah I understand. I thought maybe the problem was painting the supply situation onto every hex in the world when you only needed to do it for the visible map.

For veterns of the game it's probably not much of an issue. But it can be a harsh learning curve when newbie moves a unit into a OOS situation, or worse moves an OOS unit that could have been put back in supply by moving a different unit first, without realizing it. Some kind of warning would be useful.
Won't the unit indicators change in these situations? Even new players will soon learn to keep a close watch on these.

Cheers, Neilster
Yes. Dynamically with the placement of each unit in a new hex.

--

The complexity of determining supply is intrinsic with the rules. Yes, it is hard to learn and hard to anticipate when moving units.

Letting players toggle "show supply for every hex" on and off is what I am proposing. I just do not want to have it enabled as "always show the supply status of every hex" while pushing units around on the map.
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RE: MWIF Game Interface Design

Post by oscar72se »

I believe it would be sufficient to be able to "show the current supply status" for a particular major power (and momentarily not being able to move units). This would probably be a great aid for the players anyway. Thanks for a rapid reply! [:)]
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RE: MWIF Game Interface Design

Post by Shannon V. OKeets »

Here is my latest pass on the Naval Review Details form. I trimmed the number of visible units in each column to 8 (for those whose monitor has a vertical resolution of 768). As shown here I have resized the form vertically, since I have 1024 pixels available vertically.

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RE: MWIF Game Interface Design

Post by Shannon V. OKeets »

2nd and last in series.

By removing one unit in each column, I was able to spread things out better, so the form doesn't look like a tightly packed suitcase. Most importantly, the name of the hex/sea area location is now prominent and legible.

By clicking on Next (Ports) to change to Gibraltar and then clicking on Map, I brought up this view. The reason all these units are isolated is that no convoys have been placed on the map yet, so no supply is reaching Gibraltar.

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RE: MWIF Game Interface Design

Post by Froonp »

ORIGINAL: Shannon V. OKeets

2nd and last in series.

By removing one unit in each column, I was able to spread things out better, so the form doesn't look like a tightly packed suitcase. Most importantly, the name of the hex/sea area location is now prominent and legible.

By clicking on Next (Ports) to change to Gibraltar and then clicking on Map, I brought up this view. The reason all these units are isolated is that no convoys have been placed on the map yet, so no supply is reaching Gibraltar.
Any chance that the CVP loaded on a carrier appear beside the carrier ? If 2 CVP are loaded, then it creates a blank in the CV column, between CVs. Not a problem IMO.
And same with Cargo loaded.

Also, in the "Transport" Column, I understand your will to make non naval units appear, in case the player wants to load them, but there should be a mean to visualy see what is loaded onboard ships and what is not. If I understood correctly previous explanations, if the V British INF Corp was loaded, its transporting naval unit would appear beside it, on its left, but is it enough ?
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RE: MWIF Game Interface Design

Post by Shannon V. OKeets »

ORIGINAL: Froonp
ORIGINAL: Shannon V. OKeets

2nd and last in series.

By removing one unit in each column, I was able to spread things out better, so the form doesn't look like a tightly packed suitcase. Most importantly, the name of the hex/sea area location is now prominent and legible.

By clicking on Next (Ports) to change to Gibraltar and then clicking on Map, I brought up this view. The reason all these units are isolated is that no convoys have been placed on the map yet, so no supply is reaching Gibraltar.
Any chance that the CVP loaded on a carrier appear beside the carrier ? If 2 CVP are loaded, then it creates a blank in the CV column, between CVs. Not a problem IMO.
And same with Cargo loaded.

Also, in the "Transport" Column, I understand your will to make non naval units appear, in case the player wants to load them, but there should be a mean to visualy see what is loaded onboard ships and what is not. If I understood correctly previous explanations, if the V British INF Corp was loaded, its transporting naval unit would appear beside it, on its left, but is it enough ?
I am screwing up my courage to place the units that are transported alongside of the units transporting them. Every so often I come up with an improvement for how to code this - so it is less work. The reinforces the wisdom of my previous decisions to procrastinate this task.[:D]

When a port is shown, non-carrier air units cannot be transported (that's in the rules). So, I intend to simply place the non-naval units in a port at the top of the right-most column.

The last missing piece of the design for coding this is how to implement scrolling, so cargo moves up and down at the same time as their transports.
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RE: MWIF Game Interface Design

Post by Froonp »

ORIGINAL: Shannon V. OKeets
When a port is shown, non-carrier air units cannot be transported (that's in the rules). So, I intend to simply place the non-naval units in a port at the top of the right-most column.
Well, lets imagine that all units are in port, and 2 land units and 2 air units are also there.
You decide to load 1 land unit and 1 air unit in TRS during the naval movement step, to move the TRS immediately next as a TF to somewhere else.
Won't 1 air unit and 1 land unit be "transported" by the TRS during the short lapse of time between the moment I load the 1st unit, and the moment I move the TRS ?
Also, I might decide to cycle through all my ports (still during the naval movement step), to load all desirable units in TRS so that I forgot none and I load the right ones to have a "balanced" transported army, and then move all the TRS.
It's true that land and air units in ports are not loaded in TRS that are in the same port, but at some moment the player will want to transport those units, and it is convinient, during the naval movement step, to load all desirable units, and then proceed with all the naval move.

You can do similar things during the Paradrop and air transport steps, where you will like to load all desirable units onboard planes, and then move the planes on their respective missions, some of them maybe to the same target, so flying together.
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RE: MWIF Game Interface Design

Post by lomyrin »

I also find it very important to be able to see at a glance what is loaded and what is not loaded in a given port hex. CWiF's treatment of this issue in the Units in Hex display does this very clearly with the ties to the carrying ships shown.  I do like the naval review details screen and particularly the visibility of the ships names there, it just needs to have the missing links fixed.
 
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RE: MWIF Game Interface Design

Post by Shannon V. OKeets »

ORIGINAL: lomyrin

I also find it very important to be able to see at a glance what is loaded and what is not loaded in a given port hex. CWiF's treatment of this issue in the Units in Hex display does this very clearly with the ties to the carrying ships shown.  I do like the naval review details screen and particularly the visibility of the ships names there, it just needs to have the missing links fixed.

Lars
I'm working on the links stuff today. I want to get both Naval Review Details and Summary done this month. And their companion pieces Task Force Details and Summary started.
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RE: MWIF Game Interface Design

Post by marcuswatney »

ORIGINAL: Neilster
Won't the unit indicators change in these situations? Even new players will soon learn to keep a close watch on these.

For me, the important thing would be to show the supply status of hexes not units. I'd like to see a supply 'front-line', which means illuminated hexsides depicting the forward edge of supply, rather than big crosses on every unit or hex.

I'd also like to see some shading (left and bottom?) around units that are stacked, thickness proportional to size of stack, to give a visual cue to the number of units in the stack. I find the numerals atop the unit do not stand out, especially when there are mountains nearby (e.g. the unit in Gibraltar).

Can a player personalise stacking priorities? For instance, in all games, I automatically stack aircraft on top, then land-units then navy. Indeed, I also prefer to stack naval units on the nearest hex-dot. Yes, of course the ships are in the port, but doing this lets you sense at a glance whether your fleet dispositions are sensible. A customising facility like this would be welcome.
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RE: MWIF Game Interface Design

Post by Shannon V. OKeets »

ORIGINAL: Froonp
ORIGINAL: Shannon V. OKeets
When a port is shown, non-carrier air units cannot be transported (that's in the rules). So, I intend to simply place the non-naval units in a port at the top of the right-most column.
Well, lets imagine that all units are in port, and 2 land units and 2 air units are also there.
You decide to load 1 land unit and 1 air unit in TRS during the naval movement step, to move the TRS immediately next as a TF to somewhere else.
Won't 1 air unit and 1 land unit be "transported" by the TRS during the short lapse of time between the moment I load the 1st unit, and the moment I move the TRS ?
Also, I might decide to cycle through all my ports (still during the naval movement step), to load all desirable units in TRS so that I forgot none and I load the right ones to have a "balanced" transported army, and then move all the TRS.
It's true that land and air units in ports are not loaded in TRS that are in the same port, but at some moment the player will want to transport those units, and it is convinient, during the naval movement step, to load all desirable units, and then proceed with all the naval move.

You can do similar things during the Paradrop and air transport steps, where you will like to load all desirable units onboard planes, and then move the planes on their respective missions, some of them maybe to the same target, so flying together.
Not a problem.

Air transport is another matter, since that is not intended to be part of the Naval Review Details.
---
I decided on a single scroll bar for all the columns. I'll place it in the middle, next to the battleships. When the single scroll bar is moved, all the columns scroll simultaneously. How to code that is still an open question though.

The only other open issue is when a TRS is carrying 2 divisional units.

I think I'll work on scrolling first, for one potential solution for that could also solve the 2nd problem.
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RE: MWIF Game Interface Design

Post by Shannon V. OKeets »

ORIGINAL: marcuswatney

ORIGINAL: Neilster
Won't the unit indicators change in these situations? Even new players will soon learn to keep a close watch on these.

For me, the important thing would be to show the supply status of hexes not units. I'd like to see a supply 'front-line', which means illuminated hexsides depicting the forward edge of supply, rather than big crosses on every unit or hex.

I'd also like to see some shading (left and bottom?) around units that are stacked, thickness proportional to size of stack, to give a visual cue to the number of units in the stack. I find the numerals atop the unit do not stand out, especially when there are mountains nearby (e.g. the unit in Gibraltar).

Can a player personalise stacking priorities? For instance, in all games, I automatically stack aircraft on top, then land-units then navy. Indeed, I also prefer to stack naval units on the nearest hex-dot. Yes, of course the ships are in the port, but doing this lets you sense at a glance whether your fleet dispositions are sensible. A customising facility like this would be welcome.
Displaying a supply frontline would be a lot of new code. In particular, it would require determining which way is 'front'. Usually easy for a person to do using his eyes, but imagine having to figure it out with your eyes closed using only your fingertips - for the whole map. That is how the computer works it out.

The status indicators for units cover a lot of other stuff, like whether they are disorganized, providing secondary supply, merely out of supply or isolated, "in flight" over a hex, and so on. These are discrete and simply not shown if everything is honky-dory. That is, the absence of indictators means all is well.

I played around quite a bit with thickness of the shading to show # of units in a hex. There simply isn't any room within a hex for doing that.

Stacks can be sorted. It can be done individually, by stack, or for all the stacks on the map. There are a variety of choices [I have never looked at the code for this, it was part of CWIF when I strted work on MWIF].

EDIT: I forgot to mention, placing units around on the map where ever you like isn't going to happen. Far too much code depends on the counter/unit's map location - think in terms of 10,000's of line of code.
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RE: MWIF Game Interface Design

Post by Shannon V. OKeets »

Here is a quick revision, where the transported units are alongside their transports.

I threw in the unit writeup while I was at it. There's a missing blank in the first paragraph, which is why the '.He' got changed in to a new paragraph. The period should have followed 1938 with the paragraph continuing "Her hull". I'll fix.

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RE: MWIF Game Interface Design

Post by hakon »

I think supply would be best handled as an overlay. For instance, hexes out of supply for the current player could be shadeded a bit darker (with switch to turn this overlay on/off, like weather). I think that would speed up the game a bit, especially for those who haven't spent thoursands of hours playing the board game.
 
Not a major issue, though, and could easily be a "product #2 feature".
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RE: MWIF Game Interface Design

Post by brian brian »

the form doesn't seem to leave room for each piece's indicators...so how do you know which pieces can still move, and which might have already returned-to-base at that port in a previous impulse (or didn't have enough fuel at the end of the previous turn)?

'units available this phase' is mentioned...so this is showing pieces still 'active'; the form could also show all the ships in the port, 'active' or 'disorganized', at the same time?
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RE: MWIF Game Interface Design

Post by Norman42 »

For me, the important thing would be to show the supply status of hexes not units. I'd like to see a supply 'front-line', which means illuminated hexsides depicting the forward edge of supply, rather than big crosses on every unit or hex.


Yes, I was thinking of something similar, though not hexsides.

Having the supply status shown on the unit is not what I was thinking of, but showing which *hexes* are currently in supply(or not). Like Hakon mentioned, some kind of overlay you can turn on to check your supply radius at a glance, then turn it back off. Something like the weather overlays. Unsupplied hexes for Major Power XXX could be shaded darker when you turn on the toggle.

This is something that will be handy for both the veteran WiFer and the newbie who is trying to make sense of the supply nightmare. I envision turning it on at turn start to see any supply 'holes' you have(Oops, looks like my 7 factor Stuka is OOS better be sure to fix that), then turning it off, doing your movement with the supply grid invisioned, then maybe toggle it back on after HQs etc have moved to see if you missed anything important.
-------------

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RE: MWIF Game Interface Design

Post by Shannon V. OKeets »

ORIGINAL: brian brian

the form doesn't seem to leave room for each piece's indicators...so how do you know which pieces can still move, and which might have already returned-to-base at that port in a previous impulse (or didn't have enough fuel at the end of the previous turn)?

'units available this phase' is mentioned...so this is showing pieces still 'active'; the form could also show all the ships in the port, 'active' or 'disorganized', at the same time?
I agree that knowing which units are still eligible to move is crucial for this form. I just hadn't thought about it. Thanks.

Not much room remaining[:(] - which always seems the case with this form.[:@]

I could add another filter check box: 'Avail.' or 'Orgzd.', underneath the Subs check box. The only problem is that the other filters are cumulative. Checking this one would exclude units rather than include them. Maybe that's only a small point. I would want the default to be to show all units in the hex/sea area.
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RE: MWIF Game Interface Design

Post by IKerensky »

What about an overlay ? that could grey out thoses non avaliable ? or write their status on them ?
 
It is hard to design a windows with so much elements/information/manipulation...
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RE: MWIF Game Interface Design

Post by Shannon V. OKeets »

ORIGINAL: KERENSKY

What about an overlay ? that could grey out thoses non avaliable ? or write their status on them ?

It is hard to design a windows with so much elements/information/manipulation...
Well, I go back to first principles. What is the purpose of the form? Note that CWIF didn't have this form (or its companion Summary form) at all.

I created this form because I wanted to enhance the play of the naval side of MWIF. When making decsions about land moves and combats, it is easy to see all the units involved on a single map screen. The worst that happens is that there are a half dozen or so units in a crowded hex, which is why CWIF have the "Units in Hex" form and why I have added the Flyouts form - to make examining densely packed frontlines easier.

But for naval units there are two major problems: (1) the unit density often has dozens of units in a hex, and (2) the units that are likely to interact within an impulse are so far apart that they are difficult to see in a single map view.

I have made several changes to address these 2 problems:

a - I reinstated the sea box sections onto the map. CWIF had just a single stack of units for each sea area. Along this line I enhanced the WIF FE solution by splitting the Axis and Allied sea box sections so there are 10 separate unit stacks in each sea area, instead of 5.

b - I set up screen layouts so it would be easy to created multiple detailed maps, each quite small and focused on separate sea areas and ports. The idea here is to be able to have all relevant sea areas and ports visible on screen simultaneously. For instance, you can create a set of ports on the left side of the screen and a set of sea areas on the right. 5 of each fit fairly easily, This way you can look at all the points of interest in the Med from the Red Sea to Cape St. Vincent, including Gibraltar, Malta, Suez, etc..

c - And lastly, I have created Naval Review Details and Summary forms to solve the problem of there being a lot of units in a hex. Here I am considering a sea box section equivalent to a 'hex'. Indeed, internally MWIF stores each sea box section by a column and row number.

So, the purpose of the NRD and NRS forms is to:

d - enable viewing of hexes densely packed with naval units.

e - permit selection of units in a port or sea box section for inclusion in a Task Force. This works both ways, with being able to add and subtract units from a task force.

f - selection of units in ... for naval movement.

g - providing information on the location of naval units (friendly and enemy) for decision making at many different places in the sequence of play.

h - enabling a quick review of all naval units, regardless of where they are on the map, which encompasses the entire world. This is done with both the NRS form and also with the Next and Previous buttons on the NRD form.

I think we are close to complete with this form's design meeting the above goals. However, the complexity of WIF makes it very difficult to show everything. Units that have been selected as Naval Interception units or to Initiate Naval Combat are not marked. Nor is the damage status of units during naval combat. Although you can determine those things by passing the cursor over individual units. Status indicators provide that level of detail, as does the Unit Data panel, which is pretty much universally present on any forms that show a list of units.

Once I get the basics of these two forms working, I plan on making drag and drop work for placing carrier air units on carriers (or rearranging same), and likewise for loading transports et al.
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