From Basecamp - Development of the Basic Tutorial

Discuss John Butterfield’s Battle of the Bulge: Crisis in Command Vol. 1
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Pat
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From Basecamp - Development of the Basic Tutorial

Post by Pat »


We know a lot of you would like to read some behind the scenes development stuff so I'll occaisionaly be posting excepts from Basecamp, a tool we use to coordinate development and testing.

I'm picking the Quickguide first because it's probably the most recent major addition to the game and was a response to addressing tester feedback without compromising the game. It's also a good example of how one suggestion can spark the whole team to discussion, into suggesting many different ideas and approaches and how that then gets distilled down into something tangible and achievable while trying not to lose sight of the original issue.

So, we'd conducted some naive testing ( testing the game with iPad owners who don't have any experience or interest in wargames but are gamers ) to give us a handle on how a subset of our audience got on with the game. We know a certain percentage are wargamers and that many of the core concepts would be known to them but we're very keen to introduce new people to the genre and to share our love of history with a more diverse audience.

The results came in and .. well, personally, they made me feel physically ill. It wasn't so much the lack of understanding of wargaming terms but the almost complete inability to even interact with the game. Things that we and all of our experienced testers simply took for granted. We thought it was just obvious. But to people used to the current crop casual games it really isn't.

So thats some background .. and this is, more or less, how it panned out .. bare in mind there was also a lot of emailing back and forth and discussion during meetings which aren't captured here.

After 'naive' testers complained the tutorial was too wordy and they didn't understand what to do once they were in the game proper.


Pat:Probably a bit late for this but would it be possible to give the player the option of 2 tutorials (DON'T PANIC!!!)

The first little more than a list of bullet points, maybe like an FAQ (or board game cheet sheet)

The second, our current version.

At least it then gives them a choice of how much time to spend. The quick and dirty to get them up and running but the full one will make more sense once they have a little experience of what happens during the game.

David Dunham – Short FAQ tutorial would presumably be in the Help system. (I guess it would be of the same concept as the “if you don’t read manuals” part of the King of Dragon Pass manual. Perhaps a “Quick Start”?

David Dunham – The game is a bit different not only from other wargames I’ve played, but also most iPad games. It might be a good idea to have a short Quick Start.

Here are 346 words. Too long? Add a mention of Tutorial and Help?

Battle of the Bulge lets you play “What If?” with Hitler’s last gamble to win World War 2 by crossing the Meuse River, or at least destroying enough of the Allied army that they would accept a treaty.
...
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...Note that the goals are not symmetric: the Axis wants to race to the northwest, while the Allies play a delaying game, hoping for clear weather (the clouds broke on 23 December) so they can counterattack.

Pat Ward – Personally I think that's too wordy but with graphical support that's pretty much it. I'm not sure these players want to read words, they want to look and understand.

For example if we show examples of all the red movement icons we simply have one line that states This border is now blocked. If they need more explanation then they can refer to the rules or help or simply press it ingame.

David Dunham – Graphics to support would be great, and I can see some tightening of this first draft. But I don’t know how you can summarize unusual rules like “Each turn takes an unpredictable amount of time” with a picture.

Another way to look at this: your friend wants to play face-to-face with you. You don’t want to wait 20 minutes for them to play the Tutorial. You will certainly explain specific points as they come up, but what would you tell them before starting, so that they will have some understanding of the game and want to play again? (I wouldn’t mention the last paragraph, I’d start the friend as Axis, but I think this is an important difference in this game.)

Miguel Nieves – This is more an quick start to the rules, not playing the game. A quickstart 1 page should tell you the raw basics needed to play the game with graphic support.

Brief Summary of Game
How to Win - Axis Crosses Menus River by 19th, Score points with kills
How to Activate - Touch a space with your unit in it. Axis Units are Blue, Allied Units are Green or Brown.
How to Move (Not the movement rules, but what the interface is. Touch a Unit, then touch a different lit area)
How to Combat - Spaces with enemy units cause combats to start, expand combat preview to see more info. Reminder that kills give points. Call out but do not expand upon exploit.
Reminder of Tutorial and Help Buttons and their locations

Initial players don't need all the information, they need to be able to feel like they can win and find more info to better their game if they need.

Pat Ward – summarize unusual rules like “Each turn takes an unpredictable amount of time” with a picture.

Maybe...

Each players turn takes an unpredictable amount of time as shown on the time bar.
or
The time taken by each turn varies, as shown on the time bar.
or
The time bar shows the variable amount of time each turn can last.

(missing picture)

David Dunham – That’s more words than I took :) Illustrating it is great, I thought you were proposing something that was almost all illustration (which would be awesome if we could do it, but seems very hard).

Elise kept tapping places and wondering why she couldn’t move there, which is why I spelled things out a little. Miguel’s summary is probably closer to what you would tell your friend, since you would explain the details as they arose. (Yes, I know that’s the tutorial we all would rather have.)

Pat Ward – That’s more words than I took :)

I have the literary abilities of a 12 year old so don't be expecting miracles! :-)

Miguel Nieves – For Elise's issue, we don't have a help text reminding the user to touch a lit area. We probably should.

Pat Ward – I'd rather just one page but if the idea of multiple pages is on the table...
How about the first page is a bare minimum to get playing.
Second page pointing out other features such as time.
Third page maybe some strategic things to consider while playing, divided into Axis and Allied sides.

Ros Hermans – In my real world job we often use what the usability folks call progressive disclosure. Start with the minimum but make access to deep info very easy to get to. Walls of text will not be read, at least at first.

David Dunham – Progressive disclosure is a pony at this point.

Ros Hermans – *ready to sound dumb* Pony?

Tom Kassel – I too have no idea what ponies have to do with anything.

Nicholas Karp – Pony = something you wish for that is unrealistic.

Jeff Dougherty – Okay, here's a first draft of the quick start. It turned into two pages, not one, with tabs to swipe between.

Before everyone starts taking potshots at me, I think two screens really is the least you need to know about Bulge. The first shows you the UI elements of the map screen and walks you through basic gameplay a la Miguel's guide, the second is a key to units, terrain, and reading the map.

Goal here is to have people be able to start up a game after looking at this, be able to make some moves, and feel like the game makes sense to them. They're not going to be able to win with this amount of info, but we can at least get them hooked.

The screens are a bit crowded, but that's partly because I'm working in small scale and have to make the type pretty big (relative to the screen) to keep it legible.

Concept for stepping into this is to have a "Quick Start" button on the Main Menu.

Image

And here endest the first part of the guide to the quick start basic guide thing.
-------------------------------------------
Pat Ward
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Basics/Quickstart/Quickguide part 2

Post by Pat »

Here beginneth the second part, being the next installment of said wordy tome ... and so on.

David Dunham – Potshot: I think that is very daunting, and it also has about 50% more words than my first draft! It also leaves out some confusing aspects (Elite) in favor of useless trivia (Pz).

I still favor enough text to give a basic overview of the game. Illustrations would definitely supplement this, and in some cases could reduce the text further. This edit is under 250 words (I am assuming they play the shorter Meuse scenario first).

This covers a lot of ground but
  • Gives an overview of the battle and its historical length
    Lets you know that moves alternate
    Mentions combat bonuses, retreat, and breakthrough
    Hints at the importance of rivers
    Touches on the unique time element
    Has maybe too much text on supply, but this has to be mentioned
    Mentions Reinforcements (Replacements aren’t in Meuse and could get deleted)
    Suggests multiple scenarios
    Has the basics of how to win as each side
Battle of the Bulge lets you play “What If?” with Hitler’s last gamble to win World War II.

Player take turns activating a space on the map and moving any or all units in it. Units can only move once a day. Armored units can move two spaces along a road; behind friendly lines it moves three road spaces.

Combat occurs within the active space or one moved into. Each side fires their strength points (white pips on the unit counters). The chance of doing damage depends on factors such as unit type, elite status, or surprise. Terrain, elite status, and other factors provide a defensive bonus or absorb damage. Each point of damage reduces a strength point.

Units might retreat rather than take damage. If armored units completely clear a space, they can move an extra space.
Rivers let defenders block easy movement and gain a bonus against crossings.
Each turn takes an unpredictable amount of time.

The battle lasted almost two weeks, so units must maintain a chain of friendly spaces to a supply source (the eastern map edge for the Axis, any other edge for the Allies). Units out of supply at dawn can’t move or attack.

Reinforcing units and smaller replacements arrive per the historic schedule (see the Calendar screen).

Axis victory depends on the scenario, but always requires moving westward, capturing important spaces and reaching or crossing the Meuse River. The Allies play a delaying game and win if they thwart this.

Supplement this with
  • anatomy of a unit (on Jeff’s p. 2), maybe with an expended one as well, but include Elite status!
    time chart
Maybe add
  • something about combat preview
    button callouts
Ros Hermans – Jeff,

I like this. I think it gets right to the point and hits the target of a quick start. Grogs will find and read the rules and/or slog through the whole tutorial. It's the slightly more causal (not Zynga casual) folks that will need to know how to move and fight will figure the rest out as they go.

If there is enough real estate on the second page maybe links out to the tutorial (Learm More) and a play the intro scenario that take you right to RFTM (Jump right in).

Also on the tutorial, I think if you mention that it is detailed and takes about 10 minutes to go though it might not turn folks off wondering how soon it's going to end. That, and/or maybe some sort of visual indicator of progress on the tutorial screens to show how much father they have to go.

Both of those touches I've seen implemented with some success in reducing drop off rates on longer online customer flows at my day job.

David Dunham – Alas, the tutorial takes more like 20 minutes (maybe a bit less with simpler victory conditions).

Here is what my text might look like (body is down to 237 words thanks to the unit anatomy). I added a UI callout for the upper right. We could add one to the upper left, but I caution against filling up space just because it’s there. And Undo seems self-explanatory.

Note that this is easy to localize because there are few text blocks. The main section just scrolls in German.

Showed this on an iPad to Elise (who is no longer a true novice) and she thought it would help if it were before the Tutorial.

BTW, now that I did this, I am of mixed mind whether it should be on the map. This may be too constraining, you want things to flow and Undo is not the first thing to mention.

Image

Pat Ward – I've just scribbled as I think there's still issues with far too much text.

The first one is a mobile safari test with Davids last batch of text. We have to go to a long scrolling page and are still asking the player to read loads of text. If we want the images bigger we can squash the text more the right but we'd need to go the narrative route and have hyperlinked images to be able to see them clearly. Thats beyond the original idea.

The next one was just me trying some labels.

The last one is an attempt to simplify it down to its bare bones but keep it bite sized chunks that are easy to understand and digest. I want big images to avoid excessive time wasted opening and closing hyperlinked images.
I'd imagine one more page about combat, a third of a few extras like time, supply, rivers, unit anatomy etc.and a fourth, which might need to be the first, of victory conditions.

Image

David Dunham – It really comes down to what text — Pat’s has text that I don’t bother with. I guess I figure the tutorial will teach you what things to tap in order to move, but the step-by-step approach doesn’t do as well for giving the big picture.

I don’t know if I like the idea of all the navigation of the right one — would it be possible to slightly reduce the size and make it scroll? (You would just see the top of Combat instead of a link to it.)

I think you added too many illustrations to my text — a picture of the word Retreat doesn’t help, and it is just one more thing you have to look at and absorb.

Pat Ward – Yes you could get away with fewer images.

The only navigation is close and next.

I'm not sure about the best wording of the best concepts to get across. Just needs to be short and too the point.

Image

Nicholas Karp – Pat, I LOVE the quick_start_12.jpg approach

Thinking about how to organize David's concepts into pages/topics

Ability to scroll could work, or plain forward/back arrows to minimize distraction.

Miguel Nieves – I love what you've done Pat! I think the movement screen is a bit too over simplified (but I love the design and flow) and should be split with showing Victory conditions (crossing meuse, holding key points, killing units, briefing Bar)


Jeff Dougherty
– I really, really like Quick_start_12. Combines the best of David's concise and well-written text with the visual approach I was trying for with my wireframes. Very well done.

I really like 13, 14, and 15. I have some suggestions for exactly what information to cover on them, especially since your first picture covers turns taking a variable amount of time. Suggestions attached in visual form- basically, have a sentence about how combat works, and about how supply is traced.

Other than that, can we please see mockups?

Image

Then followed some discussion about exactly what approach Jeff wanted me to develop. So quickly moving onto ...

David Dunham – Victory gets into too much scenario-specific detail IMO, and we also need to remind people that the Axis and Allies play differently.

Miguel has suggested talking about victory up front, so perhaps that would be on page 1 (along with parts of IMG_1279)? That could give you these pages:

Battle of the Bulge (not actually titled)
Movement
Combat
More

Anatomy of a unit has to be somewhere. Those elite symbols and unit names are not obvious. And it's a great place to show damage. Keep it short, don't worry about color or even showing both infantry and armor icons.

Might be worth having more small text on Movement — the big text is the stuff you read, but fine print like “Units can only move once a day” is pretty important. Maybe at the bottom of the layout?

Likewise, there needs to be a mention of rivers. Could just be my sentence. But they do confuse people and are perhaps more important in this game than others.

"Press the icons for an explanation" explains the UI not the game. I think we need to mention that there are bonuses for terrain and stuff.

The simple Next is better than a label.

David Dunham – I interpret the naïve results differently. They were having trouble knowing what to do after having gone through the tutorial.

The tutorial does a pretty good job of stepping you through how to move and how to use the combat preview dialog (except for the histogram — good to include that here). They said the game was easy to learn.

What they missed were basics, like activating one space or once per day. Or how to win.

Elise had trouble seeing rivers (like this group) but more importantly knowing what they meant. That is the big picture stuff that I want people to know exists.

Some of this needs to be addressed by other means, like showing combat odds all the time or doing something with river visibility.

Jeff Dougherty – OK, then we should have time in on 15...although I still think we need to tell them something about how supply happens or doesn't happen. If possible I think we should also have something on 12 like the "what if" text, which works well as an attention-getter and provides context for the whole thing.

Jeff Dougherty – OK, revised: here's wireframes for the "Battle of the Bulge" and "Misc" screens.

Image

Jeff Dougherty – OK, so. David has convinced me that the abbreviations guide is unnecessary once people know that the tag at the bottom of the unit is a name. Deleting that frees up quite a bit of space, which I'm good with as the first slide was pretty cluttered.

David Dunham – I really dislike Abbreviations, it doesn’t convey anything you need to know.

To reduce volume, get rid of Units. Yes British may confuse you, but they come in late in the second scenario. Let’s not confuse you NOW.

And I guess we disagree, but you should play Meuse first so we don’t have to mention VP for kills.

Again, I think we need to mention that the style of play is different. This encourages the Allied player to kill units, which is probably not their best strategy. They should play a waiting game. For them, “what do I do now” is often nothing.

Jeff Dougherty – And revised.

Image

Pat Ward – Looking to make it like my grandads WW2 photo album. some photos, some cut up cards, newspaper clippings etc. Snapshots of the bigger picture. Tried to leave enough space to keep it feeling light and provide enough space for German translations. Tested on iPad 2 for text readability.

HTML over a static background image.

Image

David Hoeft – A couple of other thoughts based on my tests with naive players... (whose biggest complaints about the old tutorial were that it was too wordy/too long and that once they finished it, they still didn't have a sense of where to go or what to do).

On the first screen, make starting positions clear for both sides, as well as the Meuse. (I had imagined a series of three quick animated magic-marker lines: "these are the Axis positions", "this is the thin Allied line", "this is the Axis goal- to cross the Meuse!")

On the Combat screen make it clear that the combat preview screen shows probable outcome, not guaranteed. Could insert some comment like "no plan survives contact with the enemy..."

Overall I think this new approach is great, though!

Jeff Dougherty – Pat,

I really like what you've done. One thing we should probably mention under "Movement": the restrictions on movement during December 16th for German armor during predawn and Allied infantry. Don't need to get too far into it, but people are going to want to know why their pieces don't move...

Other than that, it really looks good.

Pat Ward – Jeff, some text added to step 2. (ignore the bad spelling .. its fixed)

On the first screen, make starting positions clear for both sides, as well as the Meuse. (I had imagined a series of three quick animated magic-marker lines: "these are the Axis positions", "this is the thin Allied line", "this is the Axis goal- to cross the Meuse!")

I'd not planned on animating it but was going to scribble over with grease pencil ala the briefing. But animated sounds cool. I'm wondering if I can get away with simply a gif. Watch this space.

On the Combat screen make it clear that the combat preview screen shows probable outcome, not guaranteed. Could insert some comment like "no plan survives contact with the enemy..."

Well currently it says BOLD value = most likely number of hits.

Nothing is promised there (most likely) though maybe it needs to be more explicit. Jeff?

David Dunham – It sounded like you would be able to change text pretty easily? I'd propose a number of text edits, but figured that could come at any time.

Pat Ward – It'll be HTML so Jeff, Eric or Nick will be responsible for final copy but I'd rather get it as close to done now while I can change or remove pictures since the layout governs how much text I can fit and ultimately the design.
I don't want to go beyond five images a page and to keep as much white space as possible. They're already starting to look cramped and word heavy which makes people less likely to read them and defeats the object.

We've still got to fit German in the same space and the font can't go any smaller.

Jeff Dougherty – OK, in that case I'm going to stop niggling and let you produce these things. I have some text edits but those can go in at any time, and the basic format in terms of images and such looks good to me. We can go to 4 images on a page if we need to make more room, but I'd rather keep this as visual as possible.

Nicholas Karp – Some thoughts on overall look and layout:

For screens where sequence matters, there might be an arrow from one image to the next (for me, the visual flow of the "COMBAT" is 1..2..5..4..3..NEXT)

Since it's HTML, any good reason not to allow BACK as well as NEXT?

Not as pretty, but think about reducing the size and visual impact of the controls (Close/Next): the pages are so busy that making them standard utilitarian buttons or arrows might help.

The typeface/size is going to be really hard to read on a mini.

Looking at details of copy/content now.

David Dunham – Back and Next are both links to different files, so that would be possible. But there are only 4. You could certainly have arrows on each side of "2/4" to accomodate both suggestions.

And yeah, bigger text is friendly too. (iPad mini will likely make us want to bump up the size in a number of places. We'll know more on Friday.)

(Quick note here: I've fought tooth and nail to avoid overlarge text in this game. I hate the way many games have oversized text and look like a childrens early learning book or something made for OAP's with poor eyesight. Now I've got bad eyesight, as has my wife, and we could both easily read all the text in Bulge (it's also easily readable on the Mini). Now I know that often this is a legacy of designing for phones but we weren't and even if we did go to a smaller form we'd need such a complete redesign of the whole game that changing font size is trivial. As for the use of arrows .. we had steadfastly avoided icons through out the game very deliberatly. We'd also defined two different types of buttons, the black bakelite and the paper curl with finger print which were, as much as possible, used in context. So while it looks like I ignore certain comments .. there's usually a reason .. I'm an old, cantancherous git with ideas of grandeur. )

David Hoeft – One more thing just for consideration... as a means of helping players to get a better sense both of the historical context AND what they are trying to do.

Take a look at this site, and click through the day-to-day situation map/frontline map:

http://memory.loc.gov/ammem/collections ... ssay1.html

What if there was an animated screen showing our map, with the real historical front line changing as it did historically, and with either text or voiceover saying something like "this is what really happened... can you, as the Germans/Axis, do better, and push your armored spearheads across the Meuse? or, as the Allies, stop the panzers in their tracks?"

Something like this might help to orient folks better to what each side is trying to achieve, and make them aware of the benchmarks that they are trying to beat in order to 'win' at the game.

(Note: this very thing had been discussed a few months earlier. It was certainly something I wanted to add to the Day-by-Day historical section to help visualising the narrative but the team felt the time taken to create the maps would be better spent else where when we had the 12th Army situational maps we could use. So we limited it to the four maps in the main historical area.)


Here endeth the second part of what is becoming a major work of literature ..
-------------------------------------------
Pat Ward
Art Director - the Shenandoah Studio
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Basics/Quickstart/Quickguide part 3

Post by Pat »

Next in our continually growing, yet heavily abridged, story of the development of the quickguide .

Pat ward - Page 1,2,4 almost done. Some images missing as Bulge currently won't install on my iPad 3 because of hurricane Sandy .. I want the higher resolution for screen grabs.

Page 1: The map is currently a movie. First pass is a little ropey as I spent more time trying to compress it than actually create it. Gifs are far too big for that.
Page 2: Is about as far as I was going to take them. I'm considering making some of these gifs but I'll see what kind of file sizes I can get.
Page 3: Missing pictures. I've rearranged some of the wording so I could get distinct opening phrases that stood out.
Page 4: Changed the top-down order of the images on the right as they fit the page better. The out of supply and exploit are animated gifs.

I've got all of page one setup in freeway including a running movie.
The rest are setup but need text.
The buttons need their down states drawing.
Text easily readable on iPad 2 and 3.

Image

David Dunham – Not sure if it’s worth commenting on text. Combat should have something about starting combat w/o moving. Perhaps “Or activate a space with both factions.”

Tap, not Press.

Supply is confusing in that it is an Isolated unit shown, and the supposed out of supply units are in fact still in supply today (they need icons). As well as ignoring the beginning of the day aspect. My text: “Units out of supply at dawn can’t move or attack.” (Which IMO is more important than isolation, in that it occurs more often.)

Nicholas Karp – This is looking really good, Pat. Will test with real humans!

Pat Ward – Some proposed changes.

_00 .. Overview .. a new first page giving a brief background and an overview of general objectives (Not RttM specific)

_01a .. Components .. an alternative version of what is currently the first image.

_02a .. Movement .. slightly reworded. Additional text about Undo, removal of RttM specific text.

_03a .. Reworded 4 and 5..

_04a .. not done yet. That needs quite a few changes.

Image

David Dunham – I think that’s way too much background, and an extra page is a bad idea too. Remember that he didn’t see the intro movie because of a bug.

I like the basic idea of tying the map animation to text, because I was really confused by the preliminary one. On the other hand, it’s not clear to me that the map needs animation. You can just say “The Meuse River is the Axis’s main objective” and maybe have the arrows from your Quickstart_00 (along with the cross and star from the current standin).

Pat Ward – But I'd expect the people whole benefit the most from the QuickGuide are the most likely to skip the intro.

A quick read of the background text will tell you its just placeholder but I disagree about the extra page. One thing he was right about was the need for a blanket overview of what the game is about, what kind of game it is and the main objectives of the player. Other wise the next pages of the QuickGuide have no context. They're just random information thrown up with no connections.

David Dunham – If you want short text, I have a page of it that eliminates the need for any other Quick Start page. But we already decided to go with little snippets, illustration heavy. We can’t do both — the page could have worked because it was all there was.

I hope you don’t expect our audience to know what an operational game is, because I’ve seen the term a lot but couldn’t tell you. It’s a WW2 game, you are Germans (or Americans) charging northwest (or stopping). That is exactly what page 1 can convey with some minor changes.

Jeff Dougherty – I like the idea of the new Page 1, since we still seem to be missing people in terms of the big picture, but I'm not sure a block of text is the right solution. Can we do a picture showing the Ardennes' position relative to all of Europe, with a shorter caption underneath? Nick and I can write text.

Pat Ward – I could reuse the first Narrative map which would be quicker than drawing a new one.

Jeff Dougherty – I think that would work fine. Goal is just to provide a framing image to hang all subsequent info off of.

Nicholas Karp – With a rectangle corresponding to the game's battlefield?

Pat Ward – Based on Nicks latest specs.

Ignore the pictures as they're mostly meaningless apart from physical size.

The positioning of the bonus key in the bottom left of the screen makes the second image of Combat a bit awkward.

Image

Pat Ward – OK this is the final layout. I'm just about to setup all the HTML and put the animations in their right places.

My only dislikes are the lack of subtitle. This helped both visually and by providing some light comment...
.. and there's no combat animation. Missed opportunity.
.. and I'm not enamoured by the new choice of titles.

If theres any major issues shout now.

Image

David Dunham – I think it will work!

No room for a “1/5” to show that this won’t go on and on?

Don’t know if it gives you flexibility, but the last page has no Next button. You could spill the “Now…” into that area.

Pat Ward – Yes I'd added the 1/5 to the HTML.

Yes it may well do.

David Dunham – Pat had some decent subtitles the first go-round. With this set, you might have

Hitler’s Last Gamble
What Goes Where
How To Get There
Casting the Die
Keys to Victory

Peter Rambo – Will users be able to swipe left and right to change the page? Even knowing the buttons are there, my first instinct is still to swipe.

Units & Map is probably a better title. They're referred to as units in the tutorial. I'm not sure they're called pieces anywhere.

Is most of the text still placeholder?

Jeff Dougherty – No, text is supposed to be final. If you want to give it a copyedit now would be an excellent time.

Pat Ward – Though it might be a good idea till I've finished the HTML.

Am I a go for changing Peices to Units?

Jeff Dougherty – Yes.

David Dunham – "Units" is a good call I think.

It could be easy to add swipe gestures, probably under an hour.

Nicholas Karp
– Swipe gestures is good -- let's do if cheap (<= 1 hr.)

Pat Ward – Peter . . the Quickstart freeway and media files are all on dropbox.

David there's a published version of what I've got so far also in dropbox and the relevant files are on the SVN. I've not removed the viewport line since Peter will probably re-publish them but the line does now read device-height and device-width so it might not be neccessary.

Nicholas Karp – Some tweaks, Pat. Looks really good!

(Nick provides a word document)

Peter Rambo – Here are my thoughts on text, just for the units part of the unit/movement page:

Right now we're explaining color in two places. If the color description is moved to between the Allies and Axis color blocks, there's more room to better explain damage with something like: "Gray blocks show damage the unit has taken so far."

Also, full sentences would be clearer than one or two words followed by a parenthetical: "The silhouette represents Armor, Infantry or Mechanized Infantry." and "White blocks indicate remaining Hit Points and Firepower."

David Dunham – If it’s full-screen, viewport is OK.

Combat probably doesn’t need numbers, it is not as much a sequence of steps as Movement.

Pat Ward – Peter you're free to change whatever text you want.

Nick I'm asuming you haven't seen the animations ...

Nicholas Karp – Correct -- you are undoubtedly far ahead of me...

How can I see them?

Pat Ward – In freeway or wait till David has them in game. You can just double click the html in the published folder but theres no fonts or background.

Nicholas Karp – Looking at the animated versions:

typo: "Hitler's" not "Hitlers" (only need one of them, if that...)

Would love to get down to one, at most two animations per page. Too much again makes it harder, not easier.

_1/5: how about a static box (red, perhaps) instead of the flashing rectangle?

Do we need to animate the river being drawn? How about just leaving it visible, maybe with MEUSE RIVER written in on the map?

_2/5:
typo: "representsthe"

Sadly, a call-out for the three items will probably work better than the highlight for each terrain type. Or maybe there's another way of drawing attention tot he types?

_3/5:
three animations is too much. Can we not have 1 and 2 in a single animation? It's essentially the same as (3). And better going left to right, so the eye moves on the the next screen.

My concept was to have the actual button pictures replace "[UNDO]'" and "[COMMIT]", but there is value in having the context for the buttons. Might be worth setting up the edges to make it clear that they are looking at the upper-left and upp-right of a screen (as is the top of undo is cut off).

_4/5

Way too much action.
Why not write in the "force area", etc. in the 1st animation itself, right next to the applicable space?

The tap to see bonuses should be static, ideally with the relevant items on the key circled.

Can we get arrows from "White = Retreat" and "red =..." to the relevant sections?

_5/5

For the surrounded units, pelase just show a static pic with a unit OOS.

The Briefing shouldn't be animated.

This is going to be really great -- can't wait to try it on a new tester.

Nicholas Karp – "defense" not "defence", bottom left of 1st page

Pat Ward – I once had a client like you. "Absolutely love everything you've done ... its perfect. But I just want to change everything".

Sincerely.

The Don.

Pat Ward – maybe with MEUSE RIVER written in on the map?
Why not write in the "force area", etc. in the 1st animation itself, right next to the applicable space?


Absolutely no text is going in animations. How do we localise it?

The tap to see bonuses should be static, ideally with the relevant items on the key circled.

What relevant items? The text talks about bonuses in general, not specific, relevant ones.

For the surrounded units, pelase just show a static pic with a unit OOS.

Then you'll need to change the text from fight to attack because out of supply units certainly can fight. And the American spelling of please is just childish.

Nicholas Karp – It's only worth editing the details of things that are already really good.


And with the wise words of Nicholas Karp ringing in my ears I bring this short tome to a timely close.

It is not, sweet listener, an end to the story, however.

Nope, plenty of user feedback and lots of minor tweaks to the wording and animations until we were sure they did their job. Could it be improved? .. of course .. Will it be improved? ..
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Pat Ward
Art Director - the Shenandoah Studio
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