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 »

Well, after a 3 month hiatus, I have gotten back to the Scrap unit form.

My previous design for this form was way too ambitious and ended up being too complicated. This is somewhat less of both.

As a player I always want to know the current situation before I scrap a unit. That means knowing what other units of that type are on map, in production, in the force pool, etc.. Therefore this form now includes 5 additional lists. The CWIF version of this form had just the top two.

The way you use this form is to click on one of the units in the top list (Can Be Scrapped) and then click on the Scrap button. That moves the unit to the second list (Scrapped). You can undo this transaction and move the unit back using the Undo button.

Units on the 5 lower lists can not be selected or manipulated in any way. However, when you pass the cursor over a unit on any of the 7 lists, the unit description panel fills with details on the unit. You can also scroll all the lists (the In Force Pool list is wquite long for the USSR in this example).

There are three separate views for this panel: air units, naval units, and land units. The three buttons let you control which one you want to examine and choose units from to scrap. The Needed, Reserve, and In force pool numbers provide information on the unit the cursor is currently over.

So, let me interpret this screen shot for you. The USSR is choosing which units to scrap during setup. The list at the top is of air units of older vintage. There were 4 F2 fighters that could be scrapped and one of them has already been. A second one is under consideration in the top panel. That unit is described in detail in the unit description box (I-15bis). The USSR will need 8 F2 type fighters for set up and there are 16 available in the force pool. 4 of those can be scrapped, and the other 12 are listed in the In Force Pool list below.

All 4 of these old fighters should be scrapped. There will be plenty remaining in the force to fulfill setup requirements and scrapping these old planes will improve your chances of getting some of the better ones listed below (5 factor air-to-air rating).

This form is incomplete: the Entering Force Pool Next Year list hasn't been filled in. The other parts are correct though. No units are on map, in production, or in air reserve because it is the start of the game.

I also need to add a save and restore capability to ths form, so players can simply use the same scrap lists that they had created in previous games.

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RE: MWIF Game Interface Design

Post by Froonp »

This is the setup of which Scenario ? Obviously it is not the one from the global campagin, there are no FTR3 in 1939 or before.
Beside this, why is the "In force pool" box showing FTR3, CVP, LND, NAV, etc... ? Those are not in the same force pool as the FTR2 you are scrapping.
Shouldn't this row only show the units of the relevant force pool of the unit you are wondering if you will scrap or not (the one clicked in the first box) ?
Should it ?

Anyway, what types of comments do you want ? About the layout, the colors, the usefulness ?

Regards

Patrice
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RE: MWIF Game Interface Design

Post by Shannon V. OKeets »

ORIGINAL: Froonp

This is the setup of which Scenario ? Obviously it is not the one from the global campagin, there are no FTR3 in 1939 or before.
Beside this, why is the "In force pool" box showing FTR3, CVP, LND, NAV, etc... ? Those are not in the same force pool as the FTR2 you are scrapping.
Shouldn't this row only show the units of the relevant force pool of the unit you are wondering if you will scrap or not (the one clicked in the first box) ?
Should it ?

Anyway, what types of comments do you want ? About the layout, the colors, the usefulness ?

Regards

Patrice

Barbarossa

I decided to keep all the air units in one list. Previously, I was looking at a separate list for each type of air unit but that would have required a very complex layout which would have had a lot of empty cells. The air units are sorted by type so it isn't too hard to find all the F2s, N2s, etc.

The naval units are shown separately, as are the land units - just click on the button for whichever one you want to examine. I thought about making separate buttons for each group (F2, F3, L2, L3, ...) but there are so many that it would take the player a lot longer to go through them all. This way you can decide on which air units to scrap from one form. There was also the consideration of wanting to know about F3 availability when scrapping F2s.

The colors will all be redone. I am looking for the artist to tell me which are best. There are 3 choices for colors:
(1) a single color that is used all the time.
(2) a different color for each side (Axis and Allied).
(3) a different color for ech major power.

I am leaning towards choice #3. Only the colors would change. All the fields, boxes, and text would be the same.

I am looking for feedback on functionality of form and layout. And other aspects of the user interface (excluding color choices).
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RE: MWIF Game Interface Design

Post by Froonp »

I decided to keep all the air units in one list. Previously, I was looking at a separate list for each type of air unit but that would have required a very complex layout which would have had a lot of empty cells. The air units are sorted by type so it isn't too hard to find all the F2s, N2s, etc.

The naval units are shown separately, as are the land units - just click on the button for whichever one you want to examine. I thought about making separate buttons for each group (F2, F3, L2, L3, ...) but there are so many that it would take the player a lot longer to go through them all. This way you can decide on which air units to scrap from one form. There was also the consideration of wanting to know about F3 availability when scrapping F2s.
Indeed you're right about the latest consideration, and it shouldn't be too hard to find the FTR2 amongst the other planes.
I like it [:)]
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RE: MWIF Game Interface Design

Post by Shannon V. OKeets »

Here is another screen shot - taken from the CW during setup for Guadalcanal.

I have already scrapped some air and naval units, plus an Ethiopian infantry. I am thinking about scrapping the 2-4 artillery (the cursor must have slipped when I took the screen shot because the unit info is for the armor unit next to the 2 pdr artillery; the Needed, Reserve, and In force pool info is also for the armor).

I have fixed the Entering Force Pool list so that is now correct.

What I hope you like about this display is that you can see all the units in the artillery type force pool (AA, AT, and Artillery). Scrapping the 2-4 increases the chance of getting the 4-3, 5-3, or 3-5 when you next build artillery. You can also see that even juicier units are coming in in 1943. It's probably best to scrap the 3-4 artillery too.

Note that the country abbreviations are ok at this resolution. The CAN, IND, ETH, AUS would be hard to read if they were smaller (they are not that easy to read at their present size).

Comments?

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RE: MWIF Game Interface Design

Post by Froonp »

Comments :
Would it be possible to have a toggle to see next year in the last box, or the year after, or the year after the year after, etc...
You could choose a number 1, 2, 3, etc.. and it would show you the year +1, +2, etc...

Also
Maybe he "on map" box should be 2 rows high, and the in force pool should also be.

Also

There is a 6th category of units in WiF : Those who were took out of the game by conquer or vichyfication.
Could be good to see them too, not necessarily in this dialog, but as I'm thinking of them now, I remind you.
In the "Units" dialog it would be good.

Otherwise, it is good.
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RE: MWIF Game Interface Design

Post by Shannon V. OKeets »

ORIGINAL: Froonp

Comments :
Would it be possible to have a toggle to see next year in the last box, or the year after, or the year after the year after, etc...
You could choose a number 1, 2, 3, etc.. and it would show you the year +1, +2, etc...

Also
Maybe he "on map" box should be 2 rows high, and the in force pool should also be.

Also

There is a 6th category of units in WiF : Those who were took out of the game by conquer or vichyfication.
Could be good to see them too, not necessarily in this dialog, but as I'm thinking of them now, I remind you.
In the "Units" dialog it would be good.

Otherwise, it is good.

I'll try for two rows where you suggested. Why do you want the future years? I do not want this form to do anything other than let a player scrap units.

This form will appear (1) when you start a scenario, before randomly selecting units from the force pool. The only other times it appears are
(2) during production, and
(3) when a unit is destroyed in combat.

During production you have the option of scrapping units, just as you do during setup. You just click on a button to transfer to this scrap units form.

When a unit is destroyed in combat, most of the time you have the option of either scrapping the unit or placing it back in the force pool where it might be drawn again when you build the unit type. I am planning on having choices/buttons when a unit is destroyed; (a) return unit to force pool, (b) scrap unit, and (c) go to scrap unit form where the player can review data before deciding.

I know you know all this Patrice, but other people read these posts, so I am explaining a lot of stuff.
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RE: MWIF Game Interface Design

Post by Shannon V. OKeets »

Here's another pass at the scrap unit form. I had to add the horizontal lines or else the different lists were confusing.

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RE: MWIF Game Interface Design

Post by Glen Felzien »

This is a very functional display. I like the two row hieght for on map and in force pool. Good to have more in a single view than needing to scroll.

The OK(Done) botton, maybe Exit? Complete? bah just being picky.

Can a player filter the order in which units appear within each field? This would reduce scrolling to the right if a player could filter for tac values or strat values or surface combat values etc, ascending/descending.

Otherwise I like the the basic appearance. Colouring the form by major power would indeed be nice. Maybe rounding the corners, adding a lighting effect and a general polishing might add to a nice complete look too. Maybe include the controlling power flag to the right of the unit stat display.
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RE: MWIF Game Interface Design

Post by Shannon V. OKeets »

ORIGINAL: Glen Felzien

This is a very functional display. I like the two row hieght for on map and in force pool. Good to have more in a single view than needing to scroll.

The OK(Done) botton, maybe Exit? Complete? bah just being picky.

(1) Can a player filter the order in which units appear within each field? This would reduce scrolling to the right if a player could filter for tac values or strat values or surface combat values etc, ascending/descending.

(2) Otherwise I like the the basic appearance. Colouring the form by major power would indeed be nice. Maybe rounding the corners, adding a lighting effect and a general polishing might add to a nice complete look too. Maybe include the controlling power flag to the right of the unit stat display.

(2) Yep. I agree. I am going to work with the graphics guy to design an overall theme for the numerous forms. I like your suggestion of the flag - here we could use the 256 by 128 pixel flag image instead of the 48 by 24 one (maybe). I won't work on polishing a single form like this until the overall theme has been done.

(1) The 2 row high lists let you view 38 units at once. They are already sorted by unit type, cost, and nationality (and some 4th criterion I forget at the moment). That seems enough. We are only trying to scrap units after all.
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RE: MWIF Game Interface Design

Post by Froonp »

Why do you want the future years?
Just to be sure you're not scrapping a unit for which there is none or too few replacements in the future years additions to the force pools.
There are force pools where there are few units, sometimes there is not 1 per year, so seeing 2 years in advance may be interesting (TRS & AMPH for Italy for example). If you are proposed to scrap a unit and that there is no such unit next turn, you'd better be sure there are some in the following year, assuming you have no immediate need to rebuilt the destroyed counter.
There are force pools who are strange in their distribution of quality of units amongst the years (SUBs for instance) and sometimes ou have a good counter (good on attack for example, but bad in range, or the reverse) that you could scrap, that is replaced with worse counters the following year and better ones 2 years after.
Well, to sum up, in the paper game you are free to look at all years force pools additions when scrapping units (provided they are all sorted out and all easily reachable, which is the case for our group), so it would be good to be able too in the Computer game.
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RE: MWIF Game Interface Design

Post by Froonp »

We are only trying to scrap units after all.
Oh, I just thought agout something.
When scrapping carrier planes, it is mandatory to have the remaining carrier planes in the force pool, those in the reserve and those on the map to be viewable sorted out by class.
For the CW & Japan this is essential.
Is this crappy (0-3) swordfish (0 fighter 3 naval) the only one class 1 CVP that I have in my force pool ?
If I scrap it, will I have enought class 1 CVP left in my force pool to fit my 3 important class 1 CVs & CVLs (Eagle, Hermes, Argus), and to have good chances to draw some ?
I always do this when scrapping carrier planes especially as the CW player because there are years when my added CVP are nearly all unable to enter my class 2 CVs (1941 for example, the 10 new planes are all of classes 4 & 3, there are no 2 or 1, so I need to keep some even if they are scrapable and not the very best planes I have available), only a few are able too even with the lowering of the CV class, so it is important to keep some of the early and scrapable CVPs.

Well, you know what ?

I think you'd better design a separate dialog that shows units, give the option to filter & sort them out as the player see fit, and have this dialog be called from the scrap dialog, wouldn't you ?

The "Units" dialog was perfect in this regard IIRC. The only thing that you need is to call it from the "scrap" dialog, and have the "scrap" dialog automatically move somewhere where it can still be seen from the "unit" dialog.

Well, I don't know, these are ideas...
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RE: MWIF Game Interface Design

Post by Shannon V. OKeets »

Your explanation for why you want the out years is compelling. I'll add that capability.

I share your concern about the carriers and their accompanying carrier air units. It is the main thing that bothered me about this form.

Rather than borrow using a different form (the view units form) let's think about what we would really like to see when deciding about carriers and carrier air units. I am a little sleepy right now and can't formulate my ideas into words very well. Visually I would like the carriers somehow lined up with the carrier air units. I'll think about this some more with my eyes close while making weird noises through my mouth and nose. Tomorrow is another day.
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RE: MWIF Game Interface Design

Post by Shannon V. OKeets »

I was right! Tomorrow is another day.

Here are some overnight improvements for the scrap units form.

I have added the check boxes for which years to include units in the future entries list.

I have added a whole pantheon of buttons at the top. Besides the all units of each major type (air/land/naval), the player can now choose examine and work on just a subset of each. I haven't written any code to support those buttons, but it is easy to do.

I eliminated the reserve count since it just confused me as a player.

The garrison count seems wrong - I'll investigate.

The bottom list is not used for land units. For air it shows the air reserve, for naval it shows units in repair and construction. I thought about showing reserve units for land types but that didn't seem really relevant. Most of the time all the reserves have been called out, and when they haven't, your not at war yet any way. Also, reserve units can never be scrapped.

I am not sure if this ability to view the unit types in more detail solves the carrier/carrier air problem. What do you think?

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RE: MWIF Game Interface Design

Post by Glen Felzien »

This is a good evolution.

I suppose the question now is, can on map carriers and on map carrier air (or in force pool, or Entering force pool) be viewed at the same time? Is this important? (I last played 5th Ed.) Is multiple views of two or more classes of units simultaniously important or even worthwhile? If it is, there seems to be a little extra room near the bottom of the form to spread things out if need be.
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RE: MWIF Game Interface Design

Post by Shannon V. OKeets »

ORIGINAL: Glen Felzien

This is a good evolution.

I suppose the question now is, can on map carriers and on map carrier air (or in force pool, or Entering force pool) be viewed at the same time? Is this important? (I last played 5th Ed.) Is multiple views of two or more classes of units simultaniously important or even worthwhile? If it is, there seems to be a little extra room near the bottom of the form to spread things out if need be.

Extra room? I prefer as much white space as I can get on a form. Though that doesn't seem to be borne out in this one example does it?

The status boxes at the top of each unit indicate whether the carrier has an assigned air component or is empty. They also indicate whether the carrier air unit is on a carrier or unassigned. So, ... looking at the groups separately doesn't seem that bad an imposition.

And remember this form is just for the purpose of scrapping units. It comes up infrequently during game play and usually is an easy decision to make.

I sometimes despair that we are way over the top on this. On the other hand, scrapping units allows better players to exert their superior knowledge of how to play WIF - experienced WIF players will want this detailed level of information. We just have to tell the newbies to take the defaults for this screen until they have played the game enough to be able to make sense of all the tradeoffs involved.
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RE: MWIF Game Interface Design

Post by Froonp »

I was right! Tomorrow is another day.
Here are some overnight improvements for the scrap units form.
Maybe change the buttons to filter the units to checkboxes, so that it allow for mixing the filters.
For the Carrier planes, you need to show the carrier planes sorted out by carrier class to be effective.
The better would be to be able to sort out using any value. Maybe this would be possible using a right click menu on the units in a given box ?
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RE: MWIF Game Interface Design

Post by Shannon V. OKeets »

ORIGINAL: Froonp
1 - Maybe change the buttons to filter the units to checkboxes, so that it allow for mixing the filters.
2 - For the Carrier planes, you need to show the carrier planes sorted out by carrier class to be effective.
3 - The better would be to be able to sort out using any value. Maybe this would be possible using a right click menu on the units in a given box ?

1 - I don't see any gain in function, only in interface complexity.

2 - Yes. That is how it is already being done.

3 - Same answer as for #1.

Our purpose here is to scrap units. Nothing more, nothing less.
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RE: MWIF Game Interface Design

Post by Shannon V. OKeets »

I have most of this working. The out years needs to be coded and so do the load and save functions.

For first time players, we'll just tell them to click on "Load Default List" and then "OK".

I am thinking of using a similar (but different) layout for a "review the troops" form. I like the idea that it is restricted to just one major power. I also like the sectioning by location (e.g., on map, in force pool). CWIF has a "see all the units in the game" form but that doesn't really provide an overview, just a very long vertical list.

The Reivew Units form could use this same layout with the scrappable and scrapped units lists removed. Instead of Load and Save List buttons, there would be buttons to switch to a different major power (even opposing major powers). I also would add a small piece of the detailed map (5 hexes by 5 hexes?) that would update whenever you passed the cursor over a unit in the On Map list (centering on that map on the unit).

Some commonality between all forms will help the players learn where to look to find information.

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RE: MWIF Game Interface Design

Post by Shannon V. OKeets »

Here are just the carriers. I have to figure out why they are not sorted correctly. The carrier air units are.

Note that the named naval units are now shown as being on the map. They aren't really but they soon will be. There is no random draw for named units (e.g., Carriers, HQs). If you look back at the previous screen shot you will see that some of the land units are required too. What is happening there is that set up calls for a specific type of unit (including nationality) and there is only one to choose from. It is therefore known that that unit will be selected (it is required for setup), and it is shown in the On Map list.

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