This is based off of this bug report by Cyborg, which is relating to the October 30th version of the GUI:
https://bugtracker.arcengames.com/view.php?id=19264I'm going to cherry pick specific things to respond to in here, but the full original post is definitely worth a read and I have a feeling Keith may respond to some different things than I do.
First a couple things, you need to play to two different audiences. new gamers and AI war classic gamers.
I think that this is a really valid point. Basically the GUI for the first game was "fine" up to a certain point. That's with a BIG grain of salt, but basically it was internally consistent, pretty decently organized, and something you could follow once you got the pattern of it under your belt.
There are two things that makes me immediately think of with this sequel:
1. In cases of things like where on the screen something is located, changing that from the first game to the sequel needs to have a good reason to do so. Since the GUI of the first game was also "very much not fine past a certain point," obviously there will be a lot of things that wind up changing. But some things like putting some element on the left of the screen when it was traditionally on the right isn't something that should be done if there's no compelling reason.
2. When it comes to this new GUI, what we have to kind of think about is if this is a better starting point (what we have now), or whether just trying to ape the first game for a while and then bring in further changes would be a better route to take.
Right now basically there are two things going on simultaneously: implementation of the GUI for this game, and iterations of the variety of things that we wanted to improve over the first game. In some cases this is a wonderfully fortuitous timing, because with things like the Save/Load screen, the new lobby setup, and the new galaxy map organization, those are pieces that needed a ground-up redo for a variety of reasons.
Things like the tooltips from the first game, and the organization of the build menus and such were things that we
did not like to a certain degree, but they were at least familiar. In the new GUI, I'm personally feeling pretty lost in some of those menus. I'm also not really loving the changes to the planetary sidebar as they currently stand, because I miss seeing numbers of the ships of each sort.
As you know, getting started on any project can be difficult. The opening screen that shows the logo needs to put the player in the mood. It’s also going to be your first impression. May I suggest something like a fade-in with some kind of demo battle going on in the background? This isn’t unheard of. Even classic games in the 80s had demo screens that showed the game in action. And make no mistake, while this is a strategy game, your players want shooty bang bang in space, so go on ahead and make it a battle scene. Should be a scriptable thing and fading from black shouldn’t be that hard. I also think that the AI War caption might need something like a neural network overlay or something. If there’s time.
I don't know that there will be time for an entire battle sequence or whatnot there, but I am working on a new visual for the main screen. I think you'll like it, at least how it moves things forward a bit.
Let’s move on to the game settings screen. This is probably the worst screen for classic players returning to your new title. I can tell you that a classic player is going to open this game, look at the menu and the settings for creating a new game, and they are going to ask, "Where is everything?
A lot of that just isn't configurable yet. But overall we also really want to bury the worst offenders of the huge volumes of customizable things inside sub-menus. Civilization and some other games also have hugely configurable lobbies, but it doesn't feel as overwhelming as classic did.
Where are the two AI’s with all the different customization options?
One thing we'll have to make clear in some fashion is that there are no longer two separate AIs. That was always a bit strange of a concept in some regards, and the game now uses a much more distributed approach in general to having localized AIs for clusters of starsystems, etc. There's more randomization there now, with you choosing things that are okay to encounter, etc. I'd say it's slightly more roguelikeish in terms of trying to make it so that there is more variety within one campaign (versus just the same two AI types the entire time), and that's a little less conductive to certain types of customization.
I have no idea why the map options removes previous options from the GUI (buttons are literally disappearing when I press other buttons, that’s not good. Ever.).
Basically those are map-type-specific sub-options, and it's definitely a good thing and a strength of the GUI. However, they need to be presented in some unified way that basically says something like "these things are all in one panel that gets bigger and smaller." Or that shows a disabled dropdown with "Nothing To Configure" in them, if we must. I definitely get why you're confused, but basically some map types have specific extra things to configure and others either do no or have other things.
The alignment of the buttons doesn’t make any sense to me or any kind of organization.
That's mostly due to the WIP-ness of the GUI at this point, but I'll let Keith speak to it more. Basically we have to figure out a bit more exactly what map options there will be, and what ones go in submenus or whatever, before we commit to organizing them.
I can’t see the whole map (there is no point to zooming in on the map by default when you are creating a game).
If that's a general problem, then that's something I'll have to adjust, I suppose, in the camera curves for the galaxy map.
I also think the screen doesn’t need to be so bright. This screen needs facehuggers. Space is black. But on this screen, space is a bright blue.
facehuggers is one thing, but in general the space backdrops are something I've been struggling with for this game and with the first game since forever. It's nice to have colored backgrounds that help you feel like you're not in such a bland consistently black area. But it can become overwhelming fast.
The glow is also overdone, and something I need to tone down.
The planet names are hidden. You should not be hiding the planet names. You need to sell character and your classic players have fond memories of certain planets where such and such a battle was had.
Keith, I think this will wind up coming up again and again. People can't talk about planets when setting up multiplayer without having planet names shown, for one. It actually is a usability issue as well as a theming one. I seem to recall these are hidden because they were changing when the game actually starts. Well... I think we need to adjust the algorithm somehow so that change doesn't happen and the names are set prior to that.
Now on to the next screen, the galaxy map screen. The old classic galaxy map needed an overhaul. But, I can’t even find the new galaxy map! When I click on map (I think it says map, it’s on the bottom right-hand corner of the screen but is covered up by the development build information), and then I click on galaxy, I don’t get a map. And I can't figure out where the controls list is or how to modify it. Frustrated here.
Keith, I think we should move that button over to the left side of the screen since the development build thing is going to be an inevitable thing that continues to be a problem. We need to treat that little section of the screen like the plague if we can. Badger mentioned having that button immediately take you to the galaxy map as well, which sounds reasonable to me, but I'll leave that to you guys.
Only two more screens to go. The planet view is next. The player will spend most of their time on this screen, so it must be spot on. It’s got a lot of problems but none bigger than the vertically climbing menu at the bottom of the screen. This must be thrown out. It’s not salvageable. Classic has a much better planet screen. Revisiting an earlier criticism, having GUI elements that disappear is frustrating. Can’t find what is where when the menu keeps shuffling. Unless you have some better ideas, I suggest going back to what you had with some matching art to your current style.
That's harsh... but I think that's pretty fair. I really hate how it's so grid-like and how I feel like things keep climbing up in awkward ways. My mouse has to travel very far on the screen to do anything, too.
In an ideal world, a flexible GUI here would let me see a build queue and the tech tree at the same time, aka in the sense that they are separate windows and the only reason one closes is if it's convenient. It's not because it's repurposing and existing part of the GUI. Same for things like the build buttons for direct controls, etc.
Right now those are all wrapped into one general GUI style, but I feel like each has their own distinctive flows and should be handled on their own merits. They are similar, so I can see why the grid-like climbing approach was taken, but I also think that these are things that should evolve increasingly in divergent ways. We should start mocking up different versions of these windows and sharing them with players for critique before we make any more changes.
I also have to say that I find the list of control groups down at the bottom to be mildly irritating. I only use one or two control groups generally, and in general it's just so I can pop back and forth between different parts of my empire quickly. I understand that some folks use these way more, and having the option to make the control groups take up a lot of screen real estate makes sense to me, but as it stands it seems to be catering to only advanced players with a certain playstyle, and hinting that I should be using that same style.
Oh, right -- the point with the grid-like GUI was so that we could hit hotkeys that were contextual, right? B-1-1-3 builds something specific? T-1-2 researches something specific?
In theory I really like that sort of thing, because it is a timesaver. But realistically I'm never going to learn all of those hotkeys, and a lot of things will move around as I have different types of turrets or whatever in my available build list. We release an expansion and all the hotkeys suddenly change because of reordered lists. It also limits us to only 10 things per group, and encourages that sort of building-up GUI. I just don't think this is a concept that is compatible with a game that is this expansive and changeable. I think it winds up hamstringing the GUI instead.
The tooltips for hovering your mouse over things, I don’t know what they mean. However, these pop-ups are so big that you may as well use actual words.
Why is this always one-size, Keith? It seems related to the ordering of things such that the numbers and whatnot go vertically, and then certain things pop in or out as needed based on the ship in question. But it winds up really feeling overwhelmingly large. I like how this emphasizes iconography, but I think we need this to size to its content a bit more, and hopefully wind up being smaller in general.
As far as GUI scaling in general, I think we also need to do a mockup session on what the elements of the GUI are and what sizing rules they follow under various circumstances. I think what we have right now is kinda close, and works well for high density screens, but for larger monitors it starts feeling phone-gamey, people have noted.
There’s one graphic that looks like an artist’s palette or a yin-yang symbol cut in half. Is that armor? I’m guessing, I don’t know, and even if I did, it doesn’t mean anything to me because I don’t know what that armor is going to do for me. In classic, we all talked about strength/vulnerability confusions and trying to do away with that. Great. But the math should be clear.
What I want to move to with this is, in the icons here, having a blend of icon plus three-letter word, and moving to having these be mostly silhouettes instead of pixel-art with lots of colors. That way if you see something scope-like with RNG under it, you can guess that's range. Etc.
All that said, Keith has a "tooltips for your tooltips" system. Did you find that? It starts showing the math, etc, that is there for each piece. I'm not sure if the flow for putting them into that "now I can get tooltips for this tooltip" mode is really optimal yet.
I would like to see radar graphs or something more thematic. Some of these screens look way too…happy. Remember, we are generals, civilization is at stake, we are fighting machines.
100% agreed, and Badger seemed to be making similar notes. For the next version, coming out today, I at least made the backgrounds of the tooltips and buttons not feel cartoony. And worked on the fonts in the tooltips, per Badger's suggestion. That's a start, at least. I 100% agree that we haven't nailed the feeling down yet, at any rate.
In the old planet view, we had a sidebar that was very minimalist while still being understandable. What we have now is too big, isn’t adding clarity or additional tactical information, and is generally in the way.
I'll be honest, I wind up completely ignoring it the way that it is now, because I never can really understand it. It would be great to be able to ditch that GUI element entirely, because ideally players should have a good idea of what is going on by looking at the game screen without having to have a cheat sheet like that on the sidebar.
That said... simply doing a few things might help cut it down?
- Going back to having numbers for ship counts of each type, rather than having the little dots that I bet you didn't even notice this time.
- Going back to always having ALL of the ships of a given type in the count for one box, rather than topping out at 16 or 20 squads before putting another line item in there.
- Going back to not showing those things on the left with shielded, cloaked, attacking, or taking-damage statuses. Those are too specific and cluttered and hard to read, I feel like. If this is something some people want, then we could make it a settings option to show this or not, I suppose.
- Also I am strongly leaning toward us getting rid of the flair and mark level parts of the icons on the sidebar, and just showing icons themselves. Any ships that share the same icon (ignoring flair and mark level) would collapse into one entry on the sidebar. Hovering over that icon would then pop up another thing that shows the counts of all the specific ship types within it (something like Mk I Fighters x4 on one line, Mk II Fighters x10 on the next line, Mk II Autocannon Minipods on the next one, etc; I think those all share the same base icon).
I almost want to say, it would be better if you had started using the design that you had for the buttons and menus and try to iterate over that.
To some extent, although with a lot of those elements they were built up in a really bad and complicated way, so not starting with them has really helped.
Some of the issues from classic seemed to stem from not having the GUI elements that you needed to bake the cake.
Very true. Now we have all the elements we need.
But now we have what appears to be these square blocky blue menu buttons that you are building up or dropping down, disappearing or appearing. It doesn’t look very good. It looks square.
Agreed, unfortunately. I think the goal was initially that keyboard-control ability, but that's just not the way the game is organized in a main sense. I think about techs and building structures and build queues differently, and the sub-interfaces for them should reflect those differences.
Now, I did include a planet view proposal GUI. I think you should make this a moddable skin. You can use the GUI elements that you already have, just let people paint over them. Also, I’m not saying my design is the best, you realize I did this in Microsoft paint so clearly is not supposed to be Van Gogh, but you get the idea. The information is always where you expect it to be. It doesn’t change locations. The buttons don’t change locations. The player always knows where to look and where to find things. That’s key.
Referring to this, correct?
https://bugtracker.arcengames.com/file_download.php?file_id=9035&type=bug&show_inline=1&file_show_inline_token=20171031F2D-78evtLWT3OR4u35YZGznSGyHCc8zI'm afraid I don't really follow that diagram, although Keith might.
I could go on, but I have been testing and writing for a couple hours, and I think it’s time to finish this report.
I really appreciate it, and I think for the short-term we have enough to chew on. We should be able to make some good headway with that. Moving mainly in the direction of "mockups first," I think.