DerekPaxton DerekPaxton

Fallen Enchantress- Main User Interface

Fallen Enchantress- Main User Interface

We had some specific, and significant, goals for the User Interface of Fallen Enchantress.  First we wanted a beautiful world to explore.  Second we wanted a UI that got out of the way and allowed you focus on that world.

It's always hard to decide what you want on the Main UI.  There are a lot of moving pieces in a 4x game, a lot of things we could show.  But every piece has a cost.  Do we put the minimap on the main UI, do we expect players to use it (ie: is it really helpful, or should we do work to make it more helpful)?  What stats are displayed when you have a unit or city selected?  How cool looking should decorations be?  How cool looking should locations be?  How much visual variety should exist in the world?

Checking out the screenshot above you can see the answer to most of those questions.  Yes, we want players to use the minimap, and yes we had to do some work to make it more helpful.  There is a lot of visual variety in the world, rivers and chasms, blooming green lands, ruined purples, barren browns.  Even within those variations you can see lots of color and depth.

 

                Its also important that the terrain plays a key role in the game, that it is more than just a pretty face.  Different land types host different sorts of resources, and different type of monsters.  In general fertile land has a lot of the city resources while forests and swamps host more monsters and might be dangerous to settle next to.  Rivers allow you to build special improvements that help you cities take off, especially for kingdom players (empire players have improvements that don't have the river requirement and are better at surviving in less hospital terrain).

                In the above screenshot you can see a bandit camp on the edge of the southern forest.  A band of river skath sitting just out of my borders (they will become a problem if I don't do anything about them).  An air shard up the river and a fire shard on the other side of the river.  Around the air shard there is an Inn, a great place to pickup quests and some horses.  And by the fire shard there is another monster lair and a champion I may be able to recruit.  It's a fairly good starting location with lots to explore.

                You may also notice that the city bar has been replaced and now shows what is being built in the city.  Cities have production based on their population, improvements and some player decisions we will go into later.  We got rid of the system where everything had a flat cost (a Command Post always took 12 turns to build no matter what size city it was built in) and now, in general, larger cities are better at producing units than smaller cities.

 

 

                Despite the greater variety in the starting environments, we still want to maintain the players ability to transform the world as your empire grows.  Empire lands aren't as dark as they were in War of Magic for practical reasons (it was hard to see units on them).

                The map has also gone through considerable rework.  Notice the amount of inland bodies of water.  With those, mountains and chasms forming natural choke points specific pieces of land become more valuable and allow players to focus their armies at key locations.  Owning a pass of an extensive mountain range means more, as does wiping out a Bone Ogre that is keeping you from getting through to valuable resources.

                Also notice the large Spellbook button on the bottom right of the screen.  Any strategic spell your casters have access to can be cast from here.  You don't have to find the caster.  If you want to raise a mountain and you have all the requirements, go into your spellbook and cast it.  If you want to enchant a city or unit, open a Shadow Gate or drop a Falling Star on an enemy army, it can all be done from here.  This was hotly debated.  There is a psychological effect as the player doesn't feel like his champion or sovereign is casting the spell.  Your fire archmage champion didn't seem to cast that spell (even though we show who is able to cast it in the spellbook, so you know who is enabling these spells) which removes a little of your feeling of connection and attachment to them.  But we gain the fact that magic feels very global and player based.  If you have mana and powerful casters you can start unleashing spells.  And of course it's fatser and easier than hunting for casters.

 

                There is some cheating going on in the above picture.  You can probably tell that I've given myself a bunch of free resources (including horses which isn't normally possible for Empire players).  And there are a lot more monsters and quests around my starting location than you would expect for someone marching around with a Guardian Statue.  I've also been using a cheat to remove the fog of war in all these screenshots so you could see the maps on the minimap.

                But there are good things to show here as well.  first you may notice that the Empire tree on the left hand side of the screen has changed.  It is now broken into 3 sections, Units, Cities and Quests.  Each section is collapsible so you can minimize the cities list if you aren't interested in it (or the whole thing if you don't use it).  The quests tree is new, and clicking on any of those entries takes you to the location you are supposed to go to next.  In general quest distances are shorter than they were in War of Magic, but we don't want players to have to spend any time manually looking around for quest locations, click the button and it will show you where you are supposed to go.

                You can also see the attribute icons for my Guardian Statue.  He is large, so he can't be knocked prone, and immune to both poison (as all un-living things are) and critical hits (as all golems are).  You can also see the mouse over for the cave bear which reports on his moves, attack, defense and hit points.  If the player wants more information then that you can click on the bear and see more detail.

                It has been 1 year since War of Magic released and about 9 months since I started at Stardock.  It has been an amazing job for me and I'm very lucky to be able to work with all the great folks at Stardock.  I hope the above screenshots give some indication of how hard we have been working, and the world Fallen Enchantress will allow you to explore and conquer.

 

162,645 views 75 replies
Reply #51 Top

There is some cheating going on in the above picture. You can probably tell that I've given myself a bunch of free resources (including horses which isn't normally possible for Empire players).

 

Erm.. where are the horses...?

Reply #52 Top
First, I am gonna say, it is looking very good. Here is my few cents, hopefully EF will be a more successful one.

Streamlineing gamer's task of information intake is crucial for an engaging gameplay too. Let's see what we can do to streamline the main UI screen. Less distaction is always good

How to reduce mouse clicks and mouse movement

1. List of Circles
"You can also see the mouse over for the cave bear which reports on his moves, attack, defense and hit points. If the player wants more information then that you can click on the bear and see more detail."

This is good, but it can be doing better. Here is my suggestion, hope that will work well. Right now we have highligted the Guadian Statue, if I want to check out what are point of interest in the screen, I need not to move my mouse to hunt around for the bear; nor do I need to screen the whole pretty (but cluttered) screen for the cave bear.

The cave bear 'circle' should also be placed next to the huge Guardian Statue 'circle', slightly above the character 'G'. It look similar to the 'circle' above the 'H' in the second screenshot.

Therefore you've a belt of circles around this left bottom area that display friendly/neutral/enemy unit. There should also be a left & right arrow to scroll thourogh this list of circles. Using keyboard key left & right arrow to scroll too. When scrolling, the map shows the same area, it will not put the focused unit to center.

2. Pinned bar for City, Circles and quests
Any unit/city/quest/circles, friend or foe, can be pinned by gamer if needed at the left hand side. It will stay there until it is unpinned. Cities/Quests/Champions/Soverign are automatically pinned, until gamer remove the pin later. (Think and copy Windows 7 taskbar) There is an up & down arrow adhere to the top/bottom of the list to scroll, especially useful if the pinned list got too long. Use up & down keyboard key to scroll the list. And the Map will redraw & center on the pinned item in focus, showing its surrounding.

Just like now, it will be categorized by Cities/Units/Quests. Right to these wordings, there is button allow us to sort the Cities/Units/Quests, maybe by population. We can add more

3. Attention light/indication, to see what was changed in previous turn.
In most TBS games, we need to sit through the other players' turns to see what was happening. I want that changed, by the use of Attention indicator and the Pinned bar.

When I click END TURN, my next turn happens immediately (while AI doing stuff in background). The central map does not move around at all. It stay where it is. If there is some enemy moving around in this particlar area I see it, but not at anywhere else. When I click END TURN, I focus at what I see here only.

HOWEVER, after my new turn starts, a "!" mark will be shown next to each units/cities that detected there are changes around them, within their line of sight. First time I cycle thorough the "!" will replay the animation of what they see after I end turn.

In short, I can just use the keyboard key 'enter' to end turn, then up/down arrow to see things that I care about. Use left/right button to browse whatever exist in that area. Mouse use is almost optional

4. News section
Inevitably, things happen outside what I've pinned after I end turn. Let me call this things news. This include enemy units, or spells casted in the area within your non-pinned unit's line of sight. These news will become an unpinned item on the Pinned bar. If gamer choose it ignore them, so be it, it will be gone next turn.

Side topic
5. I don't see there is waypoint movement system in the main post. Pls implement waypoint (google map like) to streamline movement.


Reply #53 Top

These screenshots look really nice, and the UI is definitely an improvement! It's very vivid, and I really like the new spherical theme. Keep up the great work, Derek and Team Stardock! Now, I can only hope that factions and units are given the same differentiation and love that the terrain has. It's looking like a fun, exciting game!

 

Quoting Mortenart, reply 51
Erm.. where are the horses...?

In the resource bar in the upper-right hand corner.

Reply #54 Top

So much more colour in the game, and the UI looks to be much clearer.

 

It may just be because they're static screens, but one thing that does bother me is the perspective on some of the terrain. The rivers look like they're sticking out of the ground rather than dug into it, and (especially) the angular canyons also suffer from the same problem.

Reply #55 Top

Quoting Sir_Linque, reply 25
Magog, you can notice the influence borders in the minimap in the last UI picture in the journal.

Oops. :blush:

Now that I look at the screens again there is one minor thing that disturbs me. The various location tiles (inns, mines etc) does not blend in with the new cool landscape. Perhaps you should have them stretch out into the neighboring tiles a bit, so that each resource is a 3x3 tile but only the middle one is the actual resource. Then just add a few extra trees/stones/whatever in the outer tiles .

Reply #56 Top

Great screenies. My two thoughts

* One thing that's too artificial is the city ZOC. I'd be glad if it was replaced with something like Settlers' like border poles with certain color scheme.

* Resource/terrain specific improvements should be built at the certain resource/terrain. If I build the water mill at the river city it should be available only at river tiles and it's graphic should blend in the river graphic.

Great stone spires at empire city. It just asks for the stone mines/granite/marble mines:)

As for the left hand lists I don't know. I can't get used to it in WoM and don't thing I can use them effectively in FE. I think all of it could be exchanged with proper next unit/next city/ next quest system. Something like in Civ games. Playing Civ I rarely have the feeling that's something is happening without my control (apart of diplomacy but that's another story). If the city isn't building I am prompted to choose production. If the unit is idle the game is waiting for me to give the order.

One thing more - when are the units automoving? at the end of turn or at the beginning? What about autopilot lines or showing path at issuing a move command? 

Reply #57 Top

I think the new UI looks beautiful. But, i think using the old WOM UI for the cities/units/quests tree on the left and information tree on the right lacks polish and doesn't fit with the new UI. IMHO, using a more rounded look (or circles rather than squares) for these trees would fit better with the new look since everything else has rounded edges or circles. The mini map also needs to have rounded edges to fit better with the new look. Not a major issue, just polish - but something that gives a first impression of a game.

Reply #58 Top

Quoting flymar, reply 56
What about autopilot lines or showing path at issuing a move command? 

 

Slam dunk requirement, which pretty much everyone on the Elemental forums has requested at some point, with no response that I've ever seen.  We'll see.

Reply #59 Top

Quoting tanafres, reply 58

Quoting flymar, reply 56What about autopilot lines or showing path at issuing a move command? 

 

Slam dunk requirement, which pretty much everyone on the Elemental forums has requested at some point, with no response that I've ever seen.  We'll see.

 

yet another feature that is absent from Elemental that was in the game its suppose to be based on that is 16+ years old :P

Reply #60 Top

I really wouldn't put any other button anywhere near the end of turn button.

Other than that Looks nice.

Also I agree with the poster that said the empire too should be able to ride horses. Maybe wolf riding should be a rare skill and those rides be slower but tougher... Maybe it should be a skill the sovreign can choose when making his character (besides wolves don't look like magical evil creatures in this game, they would be perfectly realistic as a mount for let's say a kingdom faction that lives in the snow)

Regarding all those roaming enemies, make them a nuisance for cities, not something that can come and destroy a city at whim! They can steal the city income or its food depending on the kind of enemy they are, but it's unrealistic and incredibly annoying to see a city destroyed by one bear or even by bandits, while there is nothing we can do about it. That makes cities feel fake and spoils the immersion in EWOM.

 

Reply #61 Top


Quoting IronKaiser, reply 53



Quoting Mortenart,
reply 51
Erm.. where are the horses...?


In the resource bar in the upper-right hand corner.

 

Ah yes, thanks :)  By the way it was worded, I expected to see them in the screenshot..

 

 

 

Reply #62 Top

I like the civilization system where the End Turn button is a Next Unit button until you have spent all action points or ordered units to stand still.

Reply #63 Top

I've created a new post in the New screenie for suggestion on the Main UI.  Hopefully more people (including Derek) will check it out and bring it to FE.

 

Reply #64 Top

Quoting TheProgress, reply 14
Looks good, but one urgent issue remains:

Please, please display stacked and occupying units in a LIST FORMAT which can be ordered by name, type, or health. Lists are far cleaner and more efficient at displaying data than by using awkward circles.

I'd like to second this request. And third it if possible

Reply #65 Top

I really like the cut-scene idea when casting spells.  Maybe certain spells can have more grandiose animations/cut-scenes.  The one thing I'd like to add to this idea is a voice effect, something along the lines of Saruman casting his spell in LotR.  Maybe have a faded and echoed sound effect of the spell being chanted and casted.  It's not important but it's a little something that adds another layer of immersion to the game... at least for me it would. 

This could be extended into making city specific improvements that your sovereign must use to power certain powerful spells (like a mages ring of  power but as a building or improvement or some sort of magically imbued piece of land)

 

I've always viewed magic as a make or break strategy in most games that use it.  I wouldn't mind if an entire game was used to research super powerful spells (not the spell of making that wins the game for you, more like a giant meteor sized fireball that can wipe out an army in one cast)  because the entire time your going for these high level spells your armies will be weak, your economy could suffer, etc...  Basically where your gaining your advantages (and how great the advantage is) your as equally deficient in other areas.  I felt like WoM didn't accomplish this because of the free form nature of both the spells AND the techs. 

Reply #66 Top

Quoting Alstein, reply 1
Unrelated but you mentioned it.

 

I really wish Empire could get horses.    Wargs should be an exotic mount that requires a random tech.   I don't feel the current setup in WOM is a good design decision, it's just a nuisance.  At a very minimum, I'd make horses a food resource for Empires, and wargs a food resource for kindgoms.

 

Maybe one of the Empire factions can't use horses (horse spookers perhaps)?  Maybe one of the kingdom factions can use wargs (Beastmasters), there are ideas here.

 

I'd also expand the bottom left panel a bit more so the 5th button is more easily shown.  Another suggestion: make the bottom of the map blank so that the UI doesn't obscure units when you're at the extreme bottom of the map.

 

 

Query: I noticed the Civ-style production notifications on settlements, does this mean that unit queue and production queue are combined now?

 

Better would be to have one type of tile for all basic mounts, and have each faction build the appropriate building on it. Or make basic mounts not require a specific resource tile.

Reply #67 Top

Quoting Gwenio1, reply 66
Better would be to have one type of tile for all basic mounts, and have each faction build the appropriate building on it.

I made a mod that does exactly that. Which you can find here.

Of course having an official change would be better. I also find it weird that wolves and horses are exactly the same, wolves should be a more advanced mount. There is no reason Elemental can't have tons of different mounts from quests and whatnot. 

Reply #68 Top

Quoting Cackfiend, reply 37
My main request for the devs:

 

 

Play Master of Magic a few times from start to finish please, it might give you some ideas

I would also like to add that after you play MOM a few times play AOW:SM a few times as well. Take the good ideas from both of these games and run with them PLEASE.

Reply #69 Top

About the mouse interface

Was there any changes made to the command and mouse interface.  From what I remember, it was annoying to right click to set destination, and would rather like left click. It was also hard to see the destination marker and you could not see the whole path the unit was going to take. In civ rev and I think age of winders, it was not only interesting to see the path, but there was also a number that indicated how many turns it would take for the unit arrive to destination.

Reply #70 Top

It would be unbelievable if there is no path display in FE. I would laugh, at first.

Reply #71 Top

Quoting DsRaider, reply 67
There is no reason Elemental can't have tons of different mounts from quests and whatnot.

Yes there is. Because they need to be 3d modelled for the purpose of tactical battles. That's why in EWoM we have less creature types then in MoM. Hours and hours of modellers and animators cost a lot.

I wonder if someone made a list of number of creatures/spells/terrain types/sound FX/Heroes comparing MoM with EWoM.  

 

@Sir_Linque I am affraid you will laugh... at first :|

Reply #72 Top

Quoting flymar, reply 71

Yes there is. Because they need to be 3d modelled for the purpose of tactical battles. That's why in EWoM we have less creature types then in MoM. Hours and hours of modellers and animators cost a lot.

 

True, but there is atleast two animators (Auri, Lead Animator and BoogieBac, Senior animator) with some experience so they should be able to work fast & effectively. In 16h (one day) a lot of work can be done. Is three fully animated creatures per animator per week correct?

 

Speaking of that, I wonder a bit on how they work. Doing basic work on a few things and then improving or doing one creature from beginning to end.

Reply #73 Top

If you guys haven't checked it out, you should get this mod which adds a whole bunch of new mounts with special stats to the game through goodiehuts and dungeon-quests.

This mod adds them just for customizing units and champions, in that mod they all cost 100 gildar with no extra stats so it's purely superficial.

Those have about 55 different mounts, some re-skins obviously.

Reply #74 Top

Quoting Heavenfall, reply 73
If you guys haven't checked it out, you should get this mod which adds a whole bunch of new mounts with special stats to the game through goodiehuts and dungeon-quests.

This mod adds them just for customizing units and champions, in that mod they all cost 100 gildar with no extra stats so it's purely superficial.

Those have about 55 different mounts, some re-skins obviously.

 

Do these mods work with 1.39?

Reply #75 Top

I haven't seen any problems with them.