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RE: MWIF Game Interface Design

Posted: Mon Jul 21, 2008 6:03 pm
by Froonp
or...

Image

RE: MWIF Game Interface Design

Posted: Mon Jul 21, 2008 6:04 pm
by Froonp
Or...

Image

RE: MWIF Game Interface Design

Posted: Mon Jul 21, 2008 6:05 pm
by lomyrin
I was not too happy with your first versions of the form but now it has improved a great deal and it is looking very good.
 
Lars

RE: MWIF Game Interface Design

Posted: Mon Jul 21, 2008 7:52 pm
by Shannon V. OKeets
ORIGINAL: lomyrin

I was not too happy with your first versions of the form but now it has improved a great deal and it is looking very good.

Lars
My first attempt is rarely the final version. People point out weaknesses and then I can work on buffing and polishing.

RE: MWIF Game Interface Design

Posted: Mon Jul 21, 2008 8:43 pm
by Taxman66
I'd consider adding "Neutral" or "Uncontrolled" either under the button or as a transparent text over the button.

RE: MWIF Game Interface Design

Posted: Mon Jul 21, 2008 8:52 pm
by Shannon V. OKeets
ORIGINAL: Taxman66

I'd consider adding "Neutral" or "Uncontrolled" either under the button or as a transparent text over the button.
Neutral doesn't work since some resources are owned by neutral countries and shipped to major powers that are at war (e.g., Swedish resources).

I don't like Uncontrolled as a label because it is 4 syllables, but it is the most accurate adjective I've been able to come up with.

==============
Second version from today (from the start of Global War, so Vichy France does not exist). While more comments are welcome, I consider this done, by the way.



Image

RE: MWIF Game Interface Design

Posted: Mon Jul 21, 2008 8:54 pm
by terje439
*edited*

RE: MWIF Game Interface Design

Posted: Mon Jul 21, 2008 9:26 pm
by Plainian
New layout looks good. Its layed out in a logical way which makes sense and you can easily follow. Only thing I don't like is the "Total Resources" section. It looks a bit lost where it is? I like the way that the national flag is on the left and the factory information is directly under it. Sort of like national information. Is there any way of moving the Total Resources heading and figure under this as well? 

RE: MWIF Game Interface Design

Posted: Mon Jul 21, 2008 10:42 pm
by Shannon V. OKeets
ORIGINAL: Plain Ian

New layout looks good. Its layed out in a logical way which makes sense and you can easily follow. Only thing I don't like is the "Total Resources" section. It looks a bit lost where it is? I like the way that the national flag is on the left and the factory information is directly under it. Sort of like national information. Is there any way of moving the Total Resources heading and figure under this as well? 
I seriuously thought about it. There isn't room without making things look squished though.

On the other hand, there are 2 good reasona for placing it where it is: (1) it is arguably the most important number, so giving it is own place with a lot of space around it is good, and (2) it is a sum of oil & non-oil resources, which are in the two columns above and to its left.

RE: MWIF Game Interface Design

Posted: Mon Jul 21, 2008 11:38 pm
by Orm
I would like the Build Points Available in bold since that may be the most important piece of information on the form.

-B

RE: MWIF Game Interface Design

Posted: Tue Jul 22, 2008 12:13 am
by Shannon V. OKeets
ORIGINAL: Orm

I would like the Build Points Available in bold since that may be the most important piece of information on the form.

-B
Ok. Mainly because it is the number that is used by the next form in the sequence of play (Production).

RE: MWIF Game Interface Design

Posted: Tue Jul 22, 2008 10:58 am
by Neilster
As a suggestion, how about "Free resources"?

Cheers, Neilster

RE: MWIF Game Interface Design

Posted: Tue Jul 22, 2008 12:33 pm
by bredsjomagnus
Nice form but...
 
I think it would be better if it, under the action column, said for example "2/2 used", "0/1 used" instead of, as it is now, "2 unused". That would make it easier to get the "factory situation".
 
Magnus

RE: MWIF Game Interface Design

Posted: Tue Jul 22, 2008 3:36 pm
by Shannon V. OKeets
ORIGINAL: bredsjomagnus

Nice form but...

I think it would be better if it, under the action column, said for example "2/2 used", "0/1 used" instead of, as it is now, "2 unused". That would make it easier to get the "factory situation".

Magnus
I have some extra room for that panel so I think I will make the Action column wider.

That will let me have the entry read: "2 of 2 Producing", "1 of 3 Producing", "0 of 1 Producing".

This presents the information as a positive. 'Unused' is slightly harder to understand and visually looks similar to 'Used'.

I prefer "0 of 1" instead of 0/1, which requires the player to interpret what the slash means.

Thank you for pointing out this weakness.

RE: MWIF Game Interface Design

Posted: Tue Jul 22, 2008 4:40 pm
by YohanTM2
Dormant?

Idle?

Free?


ORIGINAL: Shannon V. OKeets
ORIGINAL: Taxman66

I'd consider adding "Neutral" or "Uncontrolled" either under the button or as a transparent text over the button.
Neutral doesn't work since some resources are owned by neutral countries and shipped to major powers that are at war (e.g., Swedish resources).

I don't like Uncontrolled as a label because it is 4 syllables, but it is the most accurate adjective I've been able to come up with.

==============
Second version from today (from the start of Global War, so Vichy France does not exist). While more comments are welcome, I consider this done, by the way.



Image

RE: MWIF Game Interface Design

Posted: Tue Jul 22, 2008 7:24 pm
by Shannon V. OKeets
ORIGINAL: Yohan

Dormant?

Idle?

Free?
ORIGINAL: Shannon V. OKeets
ORIGINAL: Taxman66
I'd consider adding "Neutral" or "Uncontrolled" either under the button or as a transparent text over the button.
Neutral doesn't work since some resources are owned by neutral countries and shipped to major powers that are at war (e.g., Swedish resources).

I don't like Uncontrolled as a label because it is 4 syllables, but it is the most accurate adjective I've been able to come up with.
Thanks, but ...

I'm just hard to please I guess.

Some major powers have more resources than factories, or they are unable to set up convoy pipelines to carry all their resources to factories, so those resources are not used. Players might interpret Dormant, or Idle as including those resources.

Free just has many possible interpretations which are not what is intended.

I am resigned to using Uncontrolled (perhaps I'll get use to it).

RE: MWIF Game Interface Design

Posted: Tue Jul 22, 2008 8:31 pm
by sajbalk
What is the category under build points for "no path" indicate?


RE: MWIF Game Interface Design

Posted: Tue Jul 22, 2008 9:03 pm
by Shannon V. OKeets
ORIGINAL: sajbalk

What is the category under build points for "no path" indicate?

I don't know.

I will have to read through the code to see how CWIF calculated this number. Then maybe I can figure out what the implied restriction on spending saved build points is all about.

RE: MWIF Game Interface Design

Posted: Tue Jul 22, 2008 10:11 pm
by Orm
ORIGINAL: Shannon V. OKeets

Thanks, but ...

I'm just hard to please I guess.

Some major powers have more resources than factories, or they are unable to set up convoy pipelines to carry all their resources to factories, so those resources are not used. Players might interpret Dormant, or Idle as including those resources.

Free just has many possible interpretations which are not what is intended.

I am resigned to using Uncontrolled (perhaps I'll get use to it).

Inactive resources?

-Orm

RE: MWIF Game Interface Design

Posted: Wed Jul 23, 2008 3:08 am
by paulderynck
ORIGINAL: sajbalk

What is the category under build points for "no path" indicate?
I'd bet it is resources you control that cannot be traced to any factory by rail or by sea.