Page 27 of 108

RE: MWIF Game Interface Design

Posted: Thu Sep 21, 2006 12:45 am
by Shannon V. OKeets
Here is the Communists setting up. That is done by the USSR player, so the colors are for the USSR.

The units can set up in proximity to LanChow and SiAn. Whichever hex they are placed in then becomes Communist Chinese.

Image

RE: MWIF Game Interface Design

Posted: Thu Sep 21, 2006 12:47 am
by Shannon V. OKeets
Last in the series. Here is the Nationalist Chinese color scheme/theme

Image

RE: MWIF Game Interface Design

Posted: Thu Sep 21, 2006 1:29 am
by Neilster
ORIGINAL: Shannon V. OKeets

Here is the simple popup message form. You know, that annoying screen you have to click OK on even when things aren't OK.

Image

You don't have to click OK to get rid of it. You can undo each corner with a flat-bladed screwdriver to remove it manually. [:'(]

These forms look good and there is something strangely satisfying about pushing those metalized buttons.

Cheers, Neilster

RE: MWIF Game Interface Design

Posted: Thu Sep 21, 2006 4:09 am
by composer99
Lookin' good!

RE: MWIF Game Interface Design

Posted: Thu Sep 21, 2006 5:17 am
by GJK
FWIW, a simple 3d bevel/shadow effect that I use for my counters that I do for VASSAL modules is a few single pixel width lines arranged like so (enlarged):

Image

Which looks this on the map:

Image

Too heavy on the drop shadow and the counters look like they're levitating above the map (such as in the 'North Sea' screen above. I think you discovered that when you posted that you went a bit heavy on it there.

Just my observation, but the other counters don't look beveled but like little square blocks, which may or may not be the effect that you're looking for.

RE: MWIF Game Interface Design

Posted: Thu Sep 21, 2006 5:41 am
by Shannon V. OKeets
Interesting. I'll consider it. Scaling for 7 functional levels of zoom is always a problem.

Nice map.

RE: MWIF Game Interface Design

Posted: Thu Sep 21, 2006 6:30 am
by rtamesis
ORIGINAL: GJK

FWIW, a simple 3d bevel/shadow effect that I use for my counters that I do for VASSAL modules is a few single pixel width lines arranged like so (enlarged):

Image

Which looks this on the map:

Image

Too heavy on the drop shadow and the counters look like they're levitating above the map (such as in the 'North Sea' screen above. I think you discovered that when you posted that you went a bit heavy on it there.

Just my observation, but the other counters don't look beveled but like little square blocks, which may or may not be the effect that you're looking for.

As Sacha Baron Cohen's outrageous Kazakhstani reporter Borat Sagdiyev would say, "NICE!"[:D]

Seriously, that's really beautiful graphics work on that map and counters.[&o]

RE: MWIF Game Interface Design

Posted: Thu Sep 21, 2006 7:45 am
by Neilster
These shoes is good for chase ladies!!!!


Editted by Moderator

RE: MWIF Game Interface Design

Posted: Thu Sep 21, 2006 7:48 am
by Neilster
Check out the glamour on his right (or left, for that matter).

Cheers, Neilster


Edited by Moderator

RE: MWIF Game Interface Design

Posted: Thu Sep 21, 2006 7:54 am
by Neilster
Our capital Almaty now have toilet!

Edited by Moderator

RE: MWIF Game Interface Design

Posted: Thu Sep 21, 2006 9:38 am
by Greyshaft
ORIGINAL: Neilster

Our capital Almaty now have toilet!

Edited by Moderator
Neilster... I'm not exactly sure how to put this... I may have missed something here but it seemed that your post had nothing at all to do with MWiF, Matrix, Wargames, good taste or reality. Remind me never to view your attachments ever again.

um...when I say 'attachments' I am, of course, referring to file attachments... [:-]


RE: MWIF Game Interface Design

Posted: Thu Sep 21, 2006 12:53 pm
by wfzimmerman
for what it's worth, in all these forms, I keep wishing that the view of the units in the "action panel" was one or two zoom levels higher. They are too small and I do a lot of squinting.

RE: MWIF Game Interface Design

Posted: Thu Sep 21, 2006 12:55 pm
by wfzimmerman
ORIGINAL: Neilster

ORIGINAL: Shannon V. OKeets

Here is the simple popup message form. You know, that annoying screen you have to click OK on even when things aren't OK.

Image

You don't have to click OK to get rid of it. You can undo each corner with a flat-bladed screwdriver to remove it manually. [:'(]

These forms look good and there is something strangely satisfying about pushing those metalized buttons.

Cheers, Neilster
do we really need to have messages that require "Ok" confirmation but provide no alternative choioce of action? Couldn't we just have a "notifications window" where these informational messages scroll by?

RE: MWIF Game Interface Design

Posted: Thu Sep 21, 2006 6:00 pm
by Shannon V. OKeets
ORIGINAL: wfzimmerman
for what it's worth, in all these forms, I keep wishing that the view of the units in the "action panel" was one or two zoom levels higher. They are too small and I do a lot of squinting.

Oh, I agree. And I have thought long and hard about making the unit depictions larger (or to let the player set the size). But larger means fewer units displayed which is really unattractive - especially for the setup screen. My solution is to let the players change to medium resolution which solves the visibilty problem at the expense of fine detail.

I haven't written the code to automate the transition between high, medium, and low resolution as a function of zoom level. But when I do, I intend to let the players also choose a resolution setting to be used for all the forms. This would have the rather strange effect of being able to pick up a medium resolution unit from the setup tray/form and then as you move the unit/stack over the map (which is using high resolution) the unit depiction would magically change to high resoultion.

RE: MWIF Game Interface Design

Posted: Thu Sep 21, 2006 6:04 pm
by Shannon V. OKeets
ORIGINAL: wfzimmerman
ORIGINAL: Neilster
ORIGINAL: Shannon V. OKeets
Here is the simple popup message form. You know, that annoying screen you have to click OK on even when things aren't OK.

Image

You don't have to click OK to get rid of it. You can undo each corner with a flat-bladed screwdriver to remove it manually. [:'(]

These forms look good and there is something strangely satisfying about pushing those metalized buttons.

Cheers, Neilster
do we really need to have messages that require "Ok" confirmation but provide no alternative choioce of action? Couldn't we just have a "notifications window" where these informational messages scroll by?

Hmmm. I could give these messages a temporal existence, so without any action by the player they would disappear after a few seconds. The downside is that the player might not have been paying attention and miss the message: "What was that? Was it important?".

RE: MWIF Game Interface Design

Posted: Thu Sep 21, 2006 6:12 pm
by wfzimmerman
the temporal issue is why the scrolling notifications window. it could just be a view of a subset of the (already heavily designed I know) game log.

I've seen this technique used effectively in Hearts of Iron (which has such an awful proliferation of notifications that there is a whole set of screens to configure how frequently they pop up). MWIF is not as badly off, but still, why pop up a message simply so that I have to bat it down?

RE: MWIF Game Interface Design

Posted: Thu Sep 21, 2006 6:13 pm
by wfzimmerman
ORIGINAL: Shannon V. OKeets
ORIGINAL: wfzimmerman
for what it's worth, in all these forms, I keep wishing that the view of the units in the "action panel" was one or two zoom levels higher. They are too small and I do a lot of squinting.

Oh, I agree. And I have thought long and hard about making the unit depictions larger (or to let the player set the size). But larger means fewer units displayed which is really unattractive - especially for the setup screen. My solution is to let the players change to medium resolution which solves the visibilty problem at the expense of fine detail.

I haven't written the code to automate the transition between high, medium, and low resolution as a function of zoom level. But when I do, I intend to let the players also choose a resolution setting to be used for all the forms. This would have the rather strange effect of being able to pick up a medium resolution unit from the setup tray/form and then as you move the unit/stack over the map (which is using high resolution) the unit depiction would magically change to high resoultion.

I like that. it gives a feel of deploying the unit...

RE: MWIF Game Interface Design

Posted: Thu Sep 21, 2006 7:34 pm
by Shannon V. OKeets
ORIGINAL: wfzimmerman
the temporal issue is why the scrolling notifications window. it could just be a view of a subset of the (already heavily designed I know) game log.

I've seen this technique used effectively in Hearts of Iron (which has such an awful proliferation of notifications that there is a whole set of screens to configure how frequently they pop up). MWIF is not as badly off, but still, why pop up a message simply so that I have to bat it down?

There are 50+ places where "informational messages" appear. A player acknowledgement is warranted inmost cases. The general categories where this occurs are:

1 - the player tried to do something that can't be done (no air missions remaining)
2 - the player asked for something that doesn't exist (no trade agreements exist)
3 - another player (remote location) has done something that is important and is being reported (Rumania Claim rejected)
4 - the program has done something automatically; these are very rare (the remaining air units moving to the air reserve).

I don't think these are especially intrusive. There is no need to maintain a running log of them.

RE: MWIF Game Interface Design

Posted: Fri Sep 22, 2006 1:20 am
by GJK
ORIGINAL: rtamesis



As Sacha Baron Cohen's outrageous Kazakhstani reporter Borat Sagdiyev would say, "NICE!"[:D]

Seriously, that's really beautiful graphics work on that map and counters.[&o]
Thanks! I have a number of VASSAL modules that I've done and on each I redraw the maps and counters, it's fun. At any rate, MWiF is my most anticipated game, I've been following the discussions from afar for a while. I have the 4th (5th?) edition of the game but have never played it. I'm hoping that MWiF will give me a chance to learn the system and enjoy it.

RE: MWIF Game Interface Design

Posted: Fri Sep 22, 2006 7:11 am
by Neilster
ORIGINAL: Greyshaft
ORIGINAL: Neilster

Our capital Almaty now have toilet!

Edited by Moderator
Neilster... I'm not exactly sure how to put this... I may have missed something here but it seemed that your post had nothing at all to do with MWiF, Matrix, Wargames, good taste or reality. Remind me never to view your attachments ever again.

um...when I say 'attachments' I am, of course, referring to file attachments... [:-]


You've never heard of Borat?

He was mentioned in the post before mine. He's got a movie coming out too. The Kazakhstan government hate this character but the more they try to muzzle him the more publicity they generate for him.

Cheers, Neilster