The Road to 1.2
Published on May 12, 2006 By ScottTykoski In GalCiv Journals
Ah, the UI of a turn based strategy game…so much info to convey, so little time to get it all 100% perfect.

As players have invested hours and hours on our little space game, they’re finding many little UI issues that hamper the gamplay experience and can quickly turn a joyful galaxy-wide extermination into a click-fest nightmare. Well…perhaps not a nightmare, but certainly not as enjoyable.

After the memory issues of 1.1 that went hand-in-hand with playing on a Gigantic galaxy, the whole team set out to play-test the hell out of that size game. Taking notes on what annoyed us, as well as using issues brought up on the forums, we came up with a list of UI tweaks that should make gameplay considerably less ‘clicky’, mostly on those large galaxies.

** Ship Details **
OK, so perhaps the screen didn’t have ALL the details a regular player would need. We’ve since added the Construct and Upgrade buttons to this screen, listed the number of Troops or Colonists on the selected vessel, and have a text field to display the vessels current destination.

** Quick Build Screen **
Just a little thing, but we’ve added a cancel button here. This way, if you click through the available ships and can’t find one you want to change production to, you can simply cancel without having to re-locate the last design you were building. Dunno if this annoyed other players, but it annoyed me.

** Auto-Focus on next availabe Ship with Moves **
OMG!
Perhaps I never payed attention…perhaps it’s worse playing on a large Galaxy…I don’t know, but I wanted to KILL auto-focus half-way through my last game. Cari’s currently turning this into an option…one that I will promptly disable.

** Colony Management List **
Added shield so you know what planets are defended. Tweaked income display to now display Net Income instead of plain ol’ income…should be more useful. Also tweaked the list so it shouldn’t reset to the top when returning from the Planet Screen.

** Planet Screen **
Improvement list wont reset to top when placing improvements. Will be able to destroy an improvement even if it’s being upgrade (1.1 had LOTS of clicking here if you needed to destroy an upgrading improvement).

Lots of other little additions as well. A tool-tip that shows your empire income stats when you mouse-over your money on the main game screen. Number of troops on the Fleet Context Window. Adding of the aforementioned Upgrade and Constructor buttons to the Fleet Manager Window.

Unfortunatly, I don’t know when these improvements will make their way into your hands. Brad returns next Monday, at which time I’m sure we’ll be discussing other things, but we’ll definatly try to pin down a date for 1.2.

Along with mod support, 1.2 will be filled with these long overdue tweaks will ease everyones UI related pain...including my own.

Comments (Page 3)
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on May 12, 2006
I see our focus on UI issues is a good thing


The game is 99% UI manipulation. Where as something like WC3 (WarCraft 3) is 75-99% manipulating the units one the main screen to play (the rest being minimap hits and and some other minor things), GalCiv2 is 99% manipulating screens and sliders etc to play. We don't really directly manipulate units especially the more you play. Rally points and other screen do this for you. So really the UI is THE most important aspect in a game.

So anyhow THANK YOU GUYS SO MUCH for adressing the UI issues.

We ALL appreciate it
on May 12, 2006
Sitting here re-reading my UI goodness that will soon be given unto me (and drooling madly) I am curious though as to why these things have been brought up before many times in the forums but ONLY got changed/addressed when it affected someone at the Company?

Especially the Auto-Focus...

This apparenlty annoys 100 people but it doesnt annoy me so let's leave it.
I mean the CUSTOMERS are the ones paying your salaries

I'm not trying to be a smart ass or cynical but I am truly curious...
on May 12, 2006
wow... nice!


Nothing to add, just waiting now....
on May 12, 2006
Keep on rocking in the free world.

on May 13, 2006
Yey!!

Would it also be possible for the "Upgrade" section of the Shipyard (f7) to include mouse-over indications of what those units ARE which we may delete or move? (Or have a little tiny text-box section somewhere in which these indications may appear?)
on May 13, 2006
Ok, first, very nice changes. Don't play really large galaxies much, but some of them will really come in handy.

Now, any chance you can put in icons that show planets/ships/trade routes that are affected by starbases? Nothing too fancy, although having a line+anchor that goes back to the starbase(s) that affect the ship/planet/route would be really neat.
on May 13, 2006
"Also tweaked the list so it shouldn’t reset to the top when returning from the Planet Screen."


Agh! That brings a tear to me eye, it does!

Frogboy, any idea on when the Dreadlords will become a fully playable race? I don't know if many people are looking forward to that, but I definitely am. It'd be fun to be the bad guy for a change.

Great work!
on May 13, 2006
No more auto focus..... so there is a god after all

You also made the wife & the cat a very very happy - no more of my expletives, strident mutterings and random frustration induced swipes at the cat while fighting GalCiv auto focus

Simply put - you're my Hero. May the Gods shower you with Gifts and Tokens of Reward from On High - double Bonus this FY would be a good start !

Regards
Zy
on May 13, 2006
Ack - sorry about the double post forgot a suggested tweek amid the auto focus euphoria

I play Gigantic maps a lot, and therefore mainly use the reduced graphics zoomed out interface. The anomalies are represented by an ASCI star - the same white star whether its a 'normal' anomaly or a black hole - the end result being I'm often off on a mandatory spin across the Galaxy as I did not zoom in to check if that particular anomalies in the full graphics display was a black hole. Obviously the remedy is always check before opening it, but there are dozens/hundreds of the suckers in a Gigantic map, and its too easy to hit 'auto-mode', forget, and of course Sods Law operates in that the only time you get caught (and of course are dumped 'out of range' at destination) is when you don’t check ....

It could be sorted easily by making the ASCI star a different colour when it’s a black hole - it would save a hell of a lot of very boring repeat zooming in out just to check what it was.

Regards
Zy
on May 13, 2006
Before v1.11 when you had moves left after auto orders where done the ship with moves left was autofocused.

It's the option "skip moves left over from auto pilot".

I would also find a keyboard command and/or button to "find ship/fleet with moves left" useful.

Tab-key.
on May 13, 2006
Now, any chance you can put in icons that show planets/ships/trade routes that are affected by starbases? Nothing too fancy, although having a line+anchor that goes back to the starbase(s) that affect the ship/planet/route would be really neat.

Starbase range is shown already when you highlight the base. Additionally you can see the starbase effects in the planet "details".
on May 13, 2006

All great suggestions...I'm formulating my list and will email it off to the team on Monday so see what can be done without forcing 1.2 to be released in August

Rouge Metro: I know it looks that way, and I appologize that alot of these things have gone un-tweaked until now (when we finally started to feel their pain of their bite), but there was never a time set aside for focusing on JUST UI tweaks.

Many of these items were noted, and planned to be fixed, but always got overwhelmed by real bugs (the memory leak, for example ), and sometimes were fogotten after that. But no more...UI oddities have become too comfortable in the game...soon they will all be hunted down like the vermin they are! We will be victorious!!!! 

on May 13, 2006
Ummm will we see the fix for 'Set Homeworld' button please?? This 'bug' has been in place since the game was launched and i for one have requested it to be fixed on each build since then.

PLEASE PLEASE fix it or remove the darn button. If i find a nice class 26 planet i want to be able to set the place as my new homeworld and not as of now click the button and then evacuate 'Earth' (or chosen planet) then destroy the colony there to make the game realise i have moved the capital Please guys get this fixed!!!
on May 13, 2006
Oh and one last thing

Get the alignment colors sorted here in the website!! I mean Grey for Very Good???? Surely its grey for Neutral????
on May 13, 2006
Just one more thing, maybe something for your growing list, BoogieBac

If one attacks a planet without fleet manager, it isn't really fun to click around several times to destroy every single ship in orbit. Would be nice, if a little pop-up could appear to ask the player, if he wants to continue his attack or stop it and move on as long as movement points or defenders in orbit are left.

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