Okay, so based on the poor little sketches that I just sent in my prior email, here are some things that I thought/discovered as I was working on them.
Fighter Image
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- For the most part, this is exactly what I described earlier this morning. However, there are a few notable deviations.
- In terms of the "stance" of the ship, I kind of fell out of love of putting that as an icon above the ship. That winds up making it feel like the ship icon is just surrounded by junk. More on that in a second.
- In a general sense, there's been a lot of commentary about how the stance icons have to be learned, and how they create extra visual clutter, and so on. I think that is pretty valid. I've also noticed that it's not actually hard to tell what the mark levels are at a glance, in a generalized sense. The mark levels are important to have, but the color on them is not absolutely critical to telling what they are. So...
- Putting those three observations together, what if the mark level icons are simply white normally, and then get colored based on their stance? These would be colored by hand in the dictionary both for speed and attractiveness's sake.
- Additionally, I realized that rather than having the "flair" for sub-types of a ship be below the bars at the bottom, that would actually fit really well as "wings" on either side of the mark level roman numeral. It's more compact, and helps to give the message "mark I eyebot" in a more concise way all on one line.
- There may be some problems with this approach in practice, but I think it's about as condensed as we can get, and likely to have the highest ratio of clarity to information conveyance. So let's give this a shot as our first mockup.
Icon Mocks Image
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- This one is basically a todo list for the first pass of icons. It has a pretty decent basic set of ships in it, so we can see what they will look like.
Icons:
1. Fighter. This is the most basic icon, it's iconic, it's in the logo pretty much. Doing a 2D version of what is already in the game in 3D is something I'd very much like to see.
2. Bomber. Same notes in terms of how iconic the version already in the game is.
3. Corvette. This one is a problem in the game at present because it's such a long thin icon. We need icons that are more square, overall. The overall theme here is missiles that are fired from afar, so doing some sort of thing vaguely in the realm of the crude drawing I made is perhaps an idea. It needs a much better concept artist than me, at any rate -- but this is one of the three core icons of the game, so having it be big, bold, and clearly distinct from the fighter and bomber is good.
4. Kings. What about some sort of military rank insignia? I was basing my sketch on something along the lines of this:
http://cfw.sarna.net/wiki/images/6/6d/MagistracyOfCanopus-Admiral.png?timestamp=201003011458195. Flagships. These would have a central icon that is whatever their starship line is in general (represented by the circle and question mark here), but then they would get those extra stars up around the top to show they are super important.
6. Controllers. Since these are the things that let you control the planet, why not have a form of planet icon? Using some negative space (holes in the icon, I mean) in a way that is consistent with some of what was done for the stretch goal icons on the kickstarter itself could be great. Those are actually a perfect example of the sort of "vector art" I have in mind.
7. Warp gate. My mock is pretty terrible. The existing icon in the game looks like it is already selected in a lot of ways, though, because it is a bunch of rings. So we need to do something else that looks like a gate, and I was thinking more of fantasy gates or the Stargates from the TV show of the same name, etc. It didn't really work out how I planned, but it's an idea.
8. Forcefield Generators. My mock is basically a triangle, but with cuts in it to evoke the pyramid-like tiering that is part of the design details for its visuals historically. Figured that could look kind of neat, and it keeps it simple while again using negative space to add a bit of extra detail.
9. Space Dock. How the heck do we represent "space factory" in a very generalized way? My thought was to put some nodes in either a triangle or a pentagon, with then a smaller ship-y looking icon in the center to kind of evoke the idea of it creating the thing in the middle.
My mockup indicates that the central icon would change based on the type of space factory (advanced factories and starship constructors and so on), but honestly for the sake of consistency those should probably be flair instead. Oops.
10. Guardians. Here I was thinking that just something really scary as like a evil robot face would be appropriate. These then would have flair for the specific sub-types of guardians.
Regarding flair, I figure that that can be colored completely agnostically of the player color. Aka, it doesn't have to be the generalized central color to match the team color. The color of the flair can be a part of the message of "what is this thing," which is useful since the flair itself will be pretty small.
So... getting specific, we have thus far:
- MLRS Guardian: Maybe some little red bursts of what looks like tons of bullets out of a shotgun, kinda?
- Needler Guardian: Maybe a little light-purple set of lines coming out of almost a chain gun looking port? This one is super tough.
- Laser Guardian Maybe little green laser bolts, Star Wars style?
11. Turrets. The idea here being basically a turret type graphic, drawn in something like an isometric profile. Or something like that. This would then use flair for the specific sub-types of turrets. And when it comes to things that match with the guardians in terms of the type, it would reuse the EXACT graphics for the flair, so people have fewer things to learn.
- So MLRS, Needler, and Laser turrets all use the flair that is whatever the guardians of the same name are using.
- Missile Turret: Maybe something that is more of a singular large red missile icon?
- Plasma Torpedo Launcher: Maybe something that is a bit more of a bluish purplish star burst or similar?
- Tractor Turret: Maybe something that evokes cyan handcuffs or similar, heh. I'm not really sure on this, but something very iconic so it's easily recognized.
- Tachyon Array: This should probably be like a purple eyeball, a kind of "I'm watching you" stealth icon.
12. Reactor. Just keeping this iconic and going with a lightning bolt seems smart to me.
13. Fuel refinery. Again going iconic, and sticking with whatever we eventually figure out for the fuel icon. Whether that's fuel barrels or something else, keeping this consistent with the in-interface icon seems like it would be easier on players to understand at a glance. This would be bigger and monochrome of course, but the idea is that it's recognizable across.
14. Then we get into more of the individual ships, which would be flair on either the fighter or bomber in these cases.
- Autocannon Minipod: Some sort of eyeball flair on the fighter icon.
- Raptor: Again some sort of flair on the fighter, but this time perhaps evoking the wings of the raptor model.
- Eyebot: This time flair for the bomber icon, and I guess something that is along the lines of the purple stealth eye? I dunno.
- Spider: Again flair on the bomber icon, and this one perhaps looking like a little black widow icon with the legs pointing outwards?
And there are other icons as well that we're using right now, or will be using soon, but this seems like plenty to be going on with for a first pass. It's enough that we can start getting an idea of what is too similar and what is not, and if things are clear enough.