Turn based SR like game, rough draft and interface
long abbandoned but somehow haunting me as being doable and something i wouldnt mind coming as a "real" game.
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In short, its a turn based strategy game mixing elements from x-com and jagged alliance (a team, different acitivities between missions, "base" management, etc.) and with a shadowrun like setting ("like", as a certain company is sitting on the license without using it).
Under TBS gameplay on the bottom are links to four version of the interface during missions (thrown together from screenshots and images found all over the net as a quick and dirty mockup).
i have a hard time judging them and deciding whats the best version from a player pov (or which combination of them would be).
elements:
-the portraits including hit/mana/action points.
allows selecting a character (left click), opening his inventory (right click on portrait), opening full stats window (right click on bars), centering on character (double click)
-"hands"
the two hands with equipped items. upper left allows cycling through settings (fire mode for guns, delay for grenades, etc., left btn forward, right backward)
-quick inventory/equipped items
showing items worn on belt, in pockets or over the shoulder, drag and drop between hands to quickly change items. right click also opens full inventory windows. drag and drop on portraits possible if character nearby.
-stance buttons
toggling crawling, crouching, walking, running
-view and game buttons
allow moving the view up/down one level and ending the roung
-full stats window
showing attributes, skills etc.
-fps view
mostly useless, except as quick guide of how much cover a target has (which is already expressed by to-hit ratios on mouseover)
-map
the usual. jump to places on the map, overview of friends/foes
thoughts on them:
1: boring and typical, team members left, controls bottoms. upsides: more than enough space for all elements including useless "toys" like the small "first person view" window.
2: spreading it all over the screen. taking a lot less screen space but looking kind of cluttered
3: solid bar on the bottom. only very small portraits (full stats could be removed to help). solid frame for the screen und looking more tidy.
4: portraits stay on the left, area below used for controls. full stats and map are optional and can be places freely. compact, but looking somehow strange.
so, except making all elements movable and customizable (tempting idea), which of them would you prefer using or how would combine them?
f@dzhttp://festini.device-zero.de
My thoughts.
'Base management' in a cyberpunk setting frightens me. Please explain this idea a little more clearly.
As far as interface options, as a player I'd prefer the following:
-A minimap in the corner that can be blown up into a fullscreen map.
-A Menu button that's always available(to exit the game and such)
-Cutaway buttons that are always available
-Turn specific buttons(End Round, etc) should be hidden until it is actually your turn.
-Tabs for easy-access to any character in your squad.
-Once a squaddie is selected, pull up his basic stats and quick equipment on the side of the screen, as well as any buttons regarding his turn - Stance Changes, Delayed Action, Full Stats, Full Inventory, etc.
-When a squaddie is selected and a target is being chosen, display a 'To-Hit' value which brings up an FPS view in another corner of the screen.
'Base management' in a cyberpunk setting frightens me. Please explain this idea a little more clearly.
As far as interface options, as a player I'd prefer the following:
-A minimap in the corner that can be blown up into a fullscreen map.
-A Menu button that's always available(to exit the game and such)
-Cutaway buttons that are always available
-Turn specific buttons(End Round, etc) should be hidden until it is actually your turn.
-Tabs for easy-access to any character in your squad.
-Once a squaddie is selected, pull up his basic stats and quick equipment on the side of the screen, as well as any buttons regarding his turn - Stance Changes, Delayed Action, Full Stats, Full Inventory, etc.
-When a squaddie is selected and a target is being chosen, display a 'To-Hit' value which brings up an FPS view in another corner of the screen.
Quote: Original post by Run_The_Shadows
My thoughts.
'Base management' in a cyberpunk setting frightens me. Please explain this idea a little more clearly.
well, "base" is a misnomer actually and should be hideout. it's also not available from the start. the idea is starting out as squatter for a few missions, then step by step renting/buying bigger hideouts and getting more options. a simple apt doesnt have build options, but already allows for installing mag locks and simple booby traps. in the end you should be able to get your hands on something big, like an empty warehouse where you have room to install a med bay or garage to basically cut down on costs for healing serious injuries or modifying vehicles (if it wouldnt have been removed it would have saved the trouble connected with getting cyberware installed). so stat wise that will reduce cost, increase efficiency and add rooms in case of attacks (gangs, other hired teams, corp strike teams.. depending on how far the story developed).
edit: another part i forgot. runners will need to live somewhere. usually they have their own apts and need to pay bills, therefor asking for more money. by offering an acceptable place to stay (depending on the kind of luxury they are used to) you can a) reduce the amount of money to pay them and b) in case of an attack have more characters around to defend the place. training rooms or libraries could speed up training and learning spells and somewhat over the top: building a bar could help making new contacts and getting information.
Quote:
As far as interface options, as a player I'd prefer the following:
-A minimap in the corner that can be blown up into a fullscreen map.
-A Menu button that's always available(to exit the game and such)
-Cutaway buttons that are always available
-Turn specific buttons(End Round, etc) should be hidden until it is actually your turn.
-Tabs for easy-access to any character in your squad.
-Once a squaddie is selected, pull up his basic stats and quick equipment on the side of the screen, as well as any buttons regarding his turn - Stance Changes, Delayed Action, Full Stats, Full Inventory, etc.
-When a squaddie is selected and a target is being chosen, display a 'To-Hit' value which brings up an FPS view in another corner of the screen.
hmm.. that would speak for the first version with a frame left and bottom to fit all the components into.
menu button: *cough*.. dont ask how i missed that. guess im already too used to pressing escape for the menu.
tabs: you mean like just a small one with for example just a characters name? the reason i tried to squeeze the full boxes in somewhere was because i wasnt sure if in the first missions someone will already connect the names to the characters and that always seeing everyones important stats might be helpful. but as i wanted to start with one character and add more team members one by one it shouldnt be hard to work with names only and the three relevant numbers could be squeezed in as color coded text next to it. that might save a ton of screen space
fps view: so you would keep this view? i thought about displaying the to-hit value on mouse over and maybe using the fps view for aimed shots only (though i guess a silhouette with numbers at different body parts would also work).
think ill be off trying to get these ideas into version 5 ,-)
edit: version 5 is now at the bottom of this page
except for the tabs i think it should work ok. "full portrait tabs" would have the bonus of being able to open stats and inventory for more than one character without selecting them first.
[Edited by - Trienco on June 20, 2004 2:12:14 AM]
f@dzhttp://festini.device-zero.de
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