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Category: Gameplay ContentRequests, Issues and Changes targeting gameplay mechanics and contentRequests, Issues and Changes targeting gameplay mechanics and contentSize: MMedium-sized effort likely requiring some research and work in multiple areasMedium-sized effort likely requiring some research and work in multiple areasStatus: Needs DiscussionRequires help discussing a reported issue or provided PRRequires help discussing a reported issue or provided PRStatus: Needs InvestigationRequires to be checked for feasibility, reproducability, etc.Requires to be checked for feasibility, reproducability, etc.Topic: UI/UXRequests, Issues and Changes related to screens, artwork, sound and overall user experienceRequests, Issues and Changes related to screens, artwork, sound and overall user experienceType: ImprovementRequest for or addition/enhancement of a featureRequest for or addition/enhancement of a featureType: QuestionIssue intended to help understanding something that is unclearIssue intended to help understanding something that is unclear
Description
ToDos:
- brainstorm and list first bunch of requirements
- brainstorm and list first bunch of implementation options
- brainstorm and list first draft for instructions/help information content
- first assessment of applicability of options with regards to requirements
- brainstorm and list first design drafts for presenting information
- add "extensibility" requirement (e.g. introduction of
Towersmight add more need for in-game help, but might need optional)
π Problem Space
π Goal
Give the player some means to remember in-game how the gameplay works and what the important controls are
ποΈ Requirements
- R1 - Accessible: easily and quickly accessible
- R2 - Intelligible: easy to understand, grasp and memorize
- R2 - Optional: on-demand, not mandatory to look at
- R3 - Maintainable: easy to adjust in case of key binding changes etc.
R1 - Accessible
- LaS is designed to be fast-paced game
- player does not have much time to access information without being attacked or losing momentum
- ideally permanently visible on screen or accessible with a single click or key stroke
- if not permanently visible, either non-blocking (surroundings still visible, movement still works, etc.) or only temporary access (i.e. timed or while holding a key)
R2 - Intelligible
- same time-related reasoning as for R1
- ideally player doesn't need to read a lot of text but is able to grasp info with single glance
- no continuous text, bullet points at best
- rather leverage icons, symbols, images
- ideally have all information in one place, no multiple pages / tabs / screens the player needs to look through to find what they're looking for
R3 - Optional
- players that play frequently or have good memory don't need the information
- tutorials / screens that auto-start/-show and need to be explicitly skipped are annoying (IMO)
- this kind of counters permanently visible solutions mentioned in R1
R4 - Maintainable
- key bindings, controls, gameplay elements can change
- if adjusting the instructions/help info is too complicated / too much effort it will end up not being done and we'll end up with incorrect and misleading instead of helpful information
- "too much effort" example: (non-vector) images with specific keys / controls that need to be re-drawn or fiddled with for instance in Gimp
- icons / symbols might be simpler to replace
π‘ Solution Space
- S1:
Books - S2:
Journal - S3:
Notifications - S4:
Dialogs - S5:
InGameHelp - S6: Custom On-Demand UI Screen
- S7: Custom Permanent UI Screen
- S8: Loading Screen Hints
- S9: Conditional Screen Overlay
- S10: Other (?)
S1 - Books
- item-based
- static information
- medium-sized UI screen
Screenshot from Lost (starting inventory item):

Accessible β β
- Optional: Open inventory, move item to quick access bar, close inventory
- Select quick access slot with item
- Right-click to bring up book screen
- Click on page-turn arrow to see first content page
Intelligible π€·
- medium-sized UI screen with two square content areas
- books are usually not a one-pager, so by design more suited for a lot of information or information that can be split well over multiple pages
- good for continuous text, full-page images
- problematic with R2
- okay for bullet points, stylized use of icons or symbols
- might work
Optional β β
- item can be present from start or given on request, for instance by fool
- takes up one inventory slot, but LaS is not inventory-space-heavy
- can be opened on-demand
Maintainable π€·
- text-based book content is easily replaceable
- depends on how information is presented
S2 - Journal
- not item-based, dedicated key
- dynamic information
- journal entries are designed to be activated over time / event-based
- large-sized UI screen
Screenshot from Lost (accessible on key "J"):

Accessible β
- one key stroke
Intelligible π€·
- depends on way of presentation
Optional β
- control doesn't need to be used
Maintainable π€·
- depends on way of presentation
S3 - Notifications
- not item-based
- dynamic information
- can be triggered event-based, can be temporary or persistent (until end trigger, e.g. specific keystroke)
- small size UI screen
Screenshot from JoshariasSurvival (present at game start):

Accessible β β
- assumption: always present on screen (after some on-demand trigger?)
Intelligible β
- very small space to display information, more suited for individual key bindings / controls, less so for showing multiple at a single glance
Optional π€·
- can be done on-demand / optionally, but not sure if it's designed for the use case we have here π€
Maintainable β
- assumption: likely no images in use, but better maintainable ways of presenting information
S4 - Dialogs
- NPC-based
- static information
- small size UI screen
Screenshot from Light & Shadow (appears on talking to Fool (E) on spawn platform)

Accessible β β
- needs an NPC to talk to
Intelligible π€·
- depends on way of presentation
Optional β β
- dialogue doesn't need to be started
Maintainable β
- assumption: likely no images in use, but better maintainable ways of presenting information
S5 - InGameHelp
- not item-based, dedicated key binding
- static information
- medium-sized UI screen
Screenshot from JoshariasSurvival (accessible on key "P"):

Accessible β
- single key stroke
Intelligible π€·
- depends on way of presentation
Optional β
- control doesn't need to be used
Maintainable π€·
- depends on way of presentation
S6 - Custom Temporary On-Demand UI Screen
- not item-based, dedicated key binding
- static or dynamic information
- variable size
Screenshot from Light & Shadow (accessible on key "G", try it out yourself to experience the "temporary" part):

Accessible β
- single key stroke (needs to be held)
Intelligible π€·
- depends on way of presentation
Optional β
- control doesn't need to be used, screen doesn't stay open
Maintainable π€·
- depends on way of presentation
S7 - Custom Permanent UI Widget
- can be item-based
- static or dynamic information
- variable, but likely small size
Screenshot from Metal Renegades (Minimap):

Accessible β β
- permanently visible
Intelligible ( β )
- assumption: not enough space
Optional β / β
- if item-based, doesn't need to be selected β
- if permanently visible β
Maintainable ( β )
- assumption: likely no images in use, but better maintainable ways of presenting information
S8 - Loading Screen Hints
- static information
- large-sized
Screenshot from Light & Shadow:

Accessible β β
- not accessible in-game
- not a real solution for the goal at hand, but might be a nice addition
- view time depends on loading time
Intelligible π€·
- depends on way of presentation
Optional ( β )
- everybody goes through loading screen
Maintainable β β
- loading screens are images
- if we can add arbitrary text-based info then less problematic, but I don't think we currently have that functionality π€
S9 - Conditional Screen Overlay
- based on location / proximity to specific things
- not suitable for controls for things not present in the world
- typically used to give hints on controls
- might not suitable for other kinds of information, e.g. gameplay process
- dynamic information
- small size
Screenshot from Light & Shadow (when coming close to the fool on the spawn platform):

Accessible ( β )
- condition needs to be met (e.g. standing close to fool)
- controls-related info only really needed then anyway
- players might wonder about lack of help as long as they're not satisfying condition
Intelligible β
- assumption: instructions clearly worded
Optional β β
- can be done on-demand but requires effort that seems unnecessary
Maintainable β
- assumption: likely no images in use, but better maintainable ways of presenting information
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Category: Gameplay ContentRequests, Issues and Changes targeting gameplay mechanics and contentRequests, Issues and Changes targeting gameplay mechanics and contentSize: MMedium-sized effort likely requiring some research and work in multiple areasMedium-sized effort likely requiring some research and work in multiple areasStatus: Needs DiscussionRequires help discussing a reported issue or provided PRRequires help discussing a reported issue or provided PRStatus: Needs InvestigationRequires to be checked for feasibility, reproducability, etc.Requires to be checked for feasibility, reproducability, etc.Topic: UI/UXRequests, Issues and Changes related to screens, artwork, sound and overall user experienceRequests, Issues and Changes related to screens, artwork, sound and overall user experienceType: ImprovementRequest for or addition/enhancement of a featureRequest for or addition/enhancement of a featureType: QuestionIssue intended to help understanding something that is unclearIssue intended to help understanding something that is unclear