{"id":613,"date":"2013-02-20T14:16:08","date_gmt":"2013-02-20T14:16:08","guid":{"rendered":"http:\/\/www.qcfdesign.com\/?p=613"},"modified":"2013-02-20T14:17:49","modified_gmt":"2013-02-20T14:17:49","slug":"all-the-small-things","status":"publish","type":"post","link":"http:\/\/www.qcfdesign.com\/?p=613","title":{"rendered":"All the small things"},"content":{"rendered":"<p>This past week, we introduced the first draft of our new, graphical Kingdom. While fan reception seems to have been favourable (at least when compared to the tedious ol&#8217; button system), there&#8217;s been a lot of concerns about readability, ease of use and overall practicality.<\/p>\n<p>Don&#8217;t panic, we&#8217;ve got you covered!<\/p>\n<p>We understand that turning words into pictures isn&#8217;t the only thing that needs to be done with the new Kingdom layout, and over the next few weeks we&#8217;ll be working on some of the little tweaks and adjustments needed for a smooth and logical interface. Here&#8217;s a couple of things that are in the pipeline:<!--more--><\/p>\n<p><strong>More complete building highlights<\/strong><\/p>\n<p style=\"text-align: center;\"><img loading=\"lazy\" class=\"size-full wp-image-614 aligncenter\" alt=\"interfacePic01\" src=\"http:\/\/www.qcfdesign.com\/wp-content\/uploads\/2013\/02\/interfacePic01.png\" width=\"495\" height=\"333\" srcset=\"http:\/\/www.qcfdesign.com\/wp-content\/uploads\/2013\/02\/interfacePic01.png 495w, http:\/\/www.qcfdesign.com\/wp-content\/uploads\/2013\/02\/interfacePic01-300x201.png 300w\" sizes=\"(max-width: 495px) 100vw, 495px\" \/><\/p>\n<p>Seamless environmental integration is a plus and reinforces a player&#8217;s fantasy, but at the end of the day we still need some way to communicate what&#8217;s clickable, upgradeable or useful on the main screen. Right now, we&#8217;ve got some basic measures in place. Buildings change appearance when they receive mouse attention or get selected. But this doesn&#8217;t help players *find* the buildings, and certainly won&#8217;t be of much use when we bring DD to touch devices.<\/p>\n<p>Some of our plans for improvements include:<\/p>\n<p><em>&#8211; periodic &#8220;building flashes&#8221; for structures that have relevant, immediate info (such as an upgrade or open slot)<\/em><br \/>\n<em>&#8211; implementing a similar flash when the player clicks on a dead zone<\/em><br \/>\n<em>&#8211; highlighting other buildings when one is selected<\/em><\/p>\n<p><strong>Guideline animations<\/strong><\/p>\n<p style=\"text-align: center;\"><img loading=\"lazy\" class=\"size-full wp-image-615 aligncenter\" alt=\"interfacePic02\" src=\"http:\/\/www.qcfdesign.com\/wp-content\/uploads\/2013\/02\/interfacePic02.png\" width=\"205\" height=\"154\" \/><\/p>\n<p>Since many players are tempted to click through blocks of text instead of reading them (even in the game&#8217;s tutorial sections), building non-verbal cues and eyecatching animations are a huge boon for the teaching effort. They&#8217;ve already worked well in the dungeon tutorials, and we&#8217;re looking to implement them for a variety of Kingdom issues.<\/p>\n<p>Due to resource constraints, most of these animations will be particle-based instead of sprite animations, much like how we deal with them in-dungeon already.<\/p>\n<p>Animations and &#8220;sparklies&#8221; can be used for a variety of events:<\/p>\n<p><em>&#8211; new buildings coming into existence<\/em><br \/>\n<em>&#8211; buildings being upgraded<\/em><br \/>\n<em>&#8211; guidelines for tutorials<\/em><br \/>\n<em>&#8211; gold earning<\/em><br \/>\n<em>&#8211; general notifications<\/em><\/p>\n<p><strong>New buttons<\/strong><\/p>\n<p style=\"text-align: center;\"><img loading=\"lazy\" class=\"size-full wp-image-616 aligncenter\" alt=\"interfacePic03\" src=\"http:\/\/www.qcfdesign.com\/wp-content\/uploads\/2013\/02\/interfacePic03.png\" width=\"186\" height=\"156\" \/><\/p>\n<p>Okay, so not everything about the Kingdom is going to be seamless in-world stuff, we&#8217;ll still have the reliable old button system for the smaller things, including most menus.<\/p>\n<p>In the screenshot above, you&#8217;ll notice how difficult it is to spot the human race selector even though it&#8217;s pretty much the focus of the picture. While the simple black background was enough back in the day when building buttons were more uniform and attention-grabbing, they&#8217;re going to need a change in this version. A few of our plans:<\/p>\n<p><em>&#8211; Button backgrounds will become larger and clearer<\/em><br \/>\n<em>&#8211; Distinct shapes and colours will exist for different categories<\/em><br \/>\n<em>&#8211; We&#8217;re considering alternative layouts for clarity and faster selection<\/em><\/p>\n<p><strong>A new use for the side panel<\/strong><\/p>\n<p style=\"text-align: center;\"><img loading=\"lazy\" class=\"size-medium wp-image-617 aligncenter\" alt=\"interfacePic04\" src=\"http:\/\/www.qcfdesign.com\/wp-content\/uploads\/2013\/02\/interfacePic04-98x300.png\" width=\"98\" height=\"300\" srcset=\"http:\/\/www.qcfdesign.com\/wp-content\/uploads\/2013\/02\/interfacePic04-98x300.png 98w, http:\/\/www.qcfdesign.com\/wp-content\/uploads\/2013\/02\/interfacePic04.png 231w\" sizes=\"(max-width: 98px) 100vw, 98px\" \/><\/p>\n<p>Soon, buildings will no longer have pop-ups dominating the middle of the screen: information will be more neatly and cleanly organised via the Kingdom&#8217;s side panel, which currently isn&#8217;t being used as efficiently as we&#8217;d like. The perks:<\/p>\n<p><em>&#8211; Faster selection of different buildings without obscuring the rest of the Kingdom<\/em><br \/>\n<em>&#8211; Consistent, easy-to-use, more graphically pleasing interface <\/em><br \/>\n<em>&#8211; The possibility of animations and highlights for in-building features such as class challenges and upgrade buttons<\/em><\/p>\n<p><strong>A better Kingdom Advisor<\/strong><\/p>\n<p>The current side-panel is dominated by a sad and out-of-date Kingdom Advisor whose job it is to afford players verbal guidelines for progression and reinforce the visual cues that we&#8217;ll be smattering about. The advisor will be receiving a major overhaul while the other aspects are being worked on so that it once again becomes a friendly and relevant way for players to figure out what to do next. Here&#8217;s a couple of areas to improve upon:<\/p>\n<p><em>&#8211; Advice related to particular buildings or processes (especially during the tutorial) will be conveyed via speech bubbles which actually point to the appropriate location<\/em><br \/>\n<em>&#8211; The advisor will probably be moved into its own menu and become less intrusive for players who feel they can proceed without it<\/em><br \/>\n<em>&#8211; Additional game mechanics and dungeon goals may be introduced with the new advisor panel, though we&#8217;ll need to see how this goes<\/em><\/p>\n<p>All of this is just a sample of the little points that we&#8217;re actively considering to improve the overall Kingdom experience, and implementing all of these little details is going to take some time. But we&#8217;re definitely going to work on it, and we hope that players notice a considerable improvement in their experience as they&#8217;re implemented.<\/p>\n<p>So to those who are currently struggling with the Mystery of the Missing Blacksmith, or the confusing diaspora of race \/ class selection, remember that there&#8217;s a light at the end of this tunnel!<\/p>\n","protected":false},"excerpt":{"rendered":"<p>This past week, we introduced the first draft of our new, graphical Kingdom. While fan reception seems to have been favourable (at least when compared to the tedious ol&#8217; button system), there&#8217;s been a lot of concerns about readability, ease of use and overall practicality. Don&#8217;t panic, we&#8217;ve got you covered! We understand that turning [&hellip;]<\/p>\n","protected":false},"author":3,"featured_media":0,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":[],"categories":[4],"tags":[19,18],"_links":{"self":[{"href":"http:\/\/www.qcfdesign.com\/index.php?rest_route=\/wp\/v2\/posts\/613"}],"collection":[{"href":"http:\/\/www.qcfdesign.com\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"http:\/\/www.qcfdesign.com\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"http:\/\/www.qcfdesign.com\/index.php?rest_route=\/wp\/v2\/users\/3"}],"replies":[{"embeddable":true,"href":"http:\/\/www.qcfdesign.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=613"}],"version-history":[{"count":0,"href":"http:\/\/www.qcfdesign.com\/index.php?rest_route=\/wp\/v2\/posts\/613\/revisions"}],"wp:attachment":[{"href":"http:\/\/www.qcfdesign.com\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=613"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"http:\/\/www.qcfdesign.com\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=613"},{"taxonomy":"post_tag","embeddable":true,"href":"http:\/\/www.qcfdesign.com\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=613"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}