Predestination

Predestination

losferwords Apr 8, 2015 @ 1:22pm
UI Suggestions
Can we get an icon or an up or down arrow icon on any resource hex on the planetary map that is currently being worked? As it is, it's difficult to tell where you have any structures built other than squinting and looking for roads.

Can we get total system-wide information at a glance in the UI? Population vs pop cap, energy used vs energy available, morale levels and metal per turn vs total available system or galaxy-wide somewhere along the side or top of the screen? It would make things a lot easier in the decision-making process if the player didn't have to drill down into each city stats screen to see this.


In the galaxy view, can we just select the galaxy view button again to jump back to the planetary view of the last planet we were looking at (where we selected the galaxy view button to begin with)?

Well, that's all for now - just a few little small suggestions. Anyway - I'm very geeked about all of the possibilities this game has the potential to fulfill.



Last edited by losferwords; May 24 @ 6:36am
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Showing 1-8 of 8 comments
Avendt Apr 9, 2015 @ 1:13am 
I have already complained about the dificulty in navigating UI on the original predestination forum...got completely ignored. I even told them of a true story where my neighbours kid tried my old Space Empires 5 game and got into it very quickly but when he tried this game he gave up in frustration when trying to figure out where is what...
Nyphur  [developer] Apr 11, 2015 @ 6:50am 
Hey losferwords

Some great suggestions here, so I'd like to take a few minutes to feed back on them.

Visual indicator of resource usage:
There definitely needs to be more visual distinction between a resource that isn't in use and an active infrastructure. Right now the infrastructure inherits the colour of the resource it's on, so for example a coal power plant looks almost identical to an unused coal deposit. That's something we can definitely fix, and I'll feed back with the rest of the team on how we should go about that, whether it's adding an arrow icon or something else.

Planetary information:
The five hexes in the right hand panel show informatuion on population, food, energy, metal, and health/security/morale/loyalty. The population, food, energy and metal hexes have green bars along the middle that show how full your storage for that resource is, and if you mouse over those then you can get the actual numbers. Clicking on any of those hexes will bring up more detailed graphs of storage and production/usage. All of these stats are stored and consumed globally, so you can create energy in one city and use it in another for example.

The stats in the City Stats screen are proportional based on storage capacity in that particular city and will be useful to see what you could lose if that city were bombed, for example. In the current version of the upcoming combat patch V0.8.2.0, resources aren't destroyed with a city's destruction, but we'll be adding that shortly after the patch.

Jump back to planet:
That's a great idea, and should be relatively simple to implement. I'll schedule this feature for V0.8.2.1 as V0.8.2.0 is on feature lockdown as we finish it off for deployment.


@Avendt:
I did reply to you on the predestination forum, apologies for the delay. My attention is currently being divided between development on V0.8.2.0, the predestination forum, the steam forum, kickstarter backers, and responding to emails. With the combat update almost ready to release, I've been focusing on that and have neglected both forums a little, I apologise for that! We've been reading everything and collecting feedback as usual, and I'm catching up on replying to people now.

Cheers,
-- Brendan, Lead Developer
losferwords Apr 11, 2015 @ 9:40am 
Thanks Nyphur!
Avendt Apr 11, 2015 @ 11:55am 
Nyphur, please understand that there are people who want to play this game but are visually impaired (like me) and making distinction between different icons based only on colour or brighness is almost impossible...making a different kind of icons based on shapes are far more effective...and yes, that neighbours kid is also visually impaired (not blind just stuck with prescriptive glasses). Also, please do not get offended but you are a programmer who sees problems and solutions from your perspective and there are such a vast numbers of individuals who see the world differently and who have real problems following the logic of UI...if the world was all logical we would not need shrinks to tell us how crazy we are...
Nyphur  [developer] Apr 11, 2015 @ 12:17pm 
Originally posted by Avendt:
Nyphur, please understand that there are people who want to play this game but are visually impaired (like me) and making distinction between different icons based only on colour or brighness is almost impossible...making a different kind of icons based on shapes are far more effective...and yes, that neighbours kid is also visually impaired (not blind just stuck with prescriptive glasses). Also, please do not get offended but you are a programmer who sees problems and solutions from your perspective and there are such a vast numbers of individuals who see the world differently and who have real problems following the logic of UI...if the world was all logical we would not need shrinks to tell us how crazy we are...

Hey Avendt,

This is true, and as a programmer my main concern up until release will likely be with getting gameplay implemented and working. I've passed your thoughts on to the Art Director Steven Pollock and Project Manager Tina Lauro who are responsible for most of the UI design, and it's definitely being kept in mind. I can't promise any UI overhauls yet, but I can say that when we're closer to final release and have some time (perhaps when we're in beta), we'll begin looking at options for people with various visual impairments.

I've designed the user interface to be highly moddable so players could swap any images they want with other ones. The Art Director has already told me that he wants to create UI packs for the various types of colour blindness people may have. We can also look into making a high-contrast UI pack for the visually impaired and large font modes.

The standard UI is also not finished and will be given a final overhaul and polishing when we're closer to release, so the final version should be a lot more visual. Steven's current idea is to use icons to explain everything wherever possible instead of just text and numbers, and then put the text/numbers on mouseover or on a tooltip. I think that's a great idea, but it will be some time before we can spare the dev time to go back and overhaul the UI with this. I really appreciate your patience with this, and we'll depend on feedback from people like yourself when we go back to iterate on the UI.

Cheers,
-- Brendan, Lead Developer
Avendt Apr 11, 2015 @ 12:23pm 
Thank you Brendan! I thank you on my behalf and on behalf of so many visually impaired players around the world! Your committment to this issue is very much appreciated!
Here's a stupid question: why is the in-game model of the fossil fuel plant a marble slab? As far as I can tell, it is nothing more than a mottled white hexagon, and looks nothing like an energy plant. Is this a place-holder graphic (kinda late in development for that) or am I missing something? The graphic models for the farms, mines, etc. are fine, but on my screen the fossil fuel plant is really odd. Just askin'...
Last edited by jtpowell162; Mar 21 @ 7:44pm
Originally posted by Nyphur:
Hey losferwords

Some great suggestions here, so I'd like to take a few minutes to feed back on them.

Visual indicator of resource usage:
There definitely needs to be more visual distinction between a resource that isn't in use and an active infrastructure. Right now the infrastructure inherits the colour of the resource it's on, so for example a coal power plant looks almost identical to an unused coal deposit. That's something we can definitely fix, and I'll feed back with the rest of the team on how we should go about that, whether it's adding an arrow icon or something else.

Planetary information:
The five hexes in the right hand panel show informatuion on population, food, energy, metal, and health/security/morale/loyalty. The population, food, energy and metal hexes have green bars along the middle that show how full your storage for that resource is, and if you mouse over those then you can get the actual numbers. Clicking on any of those hexes will bring up more detailed graphs of storage and production/usage. All of these stats are stored and consumed globally, so you can create energy in one city and use it in another for example.
e've been reading everyth

Cheers,
-- Brendan, Lead Developer

EDITED: PLANETARY INFORMATION NOW READS CORRECTLY AS SYSTEM-WIDE INFORMATION. A TOTAL FOR ALL PLAYER OWNED PLANETS.
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