TripleToe - First Impressions
Posted: Thu Mar 03, 2011 6:42 pm
Here are my first impressions. The real meat of this post is in the "Usability and UI" section below so make sure to take a look at my issues and suggestions there.
First impressions. What were your impression after 30 seconds, 5 minutes, 15 minutes and an hour. If you could write these down and post them to the forum it would be very useful.
Overall, I think this looks really great. I am able to see lots of 'beta' in the game, but it is visually very impressive and you have done a great job of taking the best of Panzer General and giving it a modern look and feel. The movement indicators (circles and trucks to show movement capabilities) are fantastic! Very easy to understand. The appearance of the right-side control panel is very nice and looks well thought-out.
The "New Game Screen" is a little too spread out. The Play/Cancel buttons should be closer to the Options listed at the top of the screen. I'm guessing this will be improved since it looks very sparse right now so it is probably already on your to-do list.
Performance. Is the game too slow on your PC? If yes, what problems exactly you experience, and what system configuration do you have?
Performance is very good. Does not feel slow at all. Nice and responsive.
Map graphics: the terrain map and the units. What did you like or not like. What could be improved?
Very nice and clean. I do agree with the other posters that an effort should be made to get the units to stand out more from the background, especially when the unit is sitting over a city or some terrain with lots of visual details.
Usability and UI of the main screen. Is it intuitively clear how to control the game? Is the UI convenient? Do you like the existing mouse interface, or would you prefer a different one? What useful information do you miss in the UI sidebar or the main map view?
Here is where I think it needs some work:
Problem 1: Moving around the screen is VERY difficult (at least for me). I use a very large monitor (23'' with 2560x1400 resolution) and I love the fact that the maps scale very nicely in full screen mode. However, when the map is clipped, it is a pain to find the "sweet spot" near the map's edge to get it to scroll.
SUGGESTION: I think it would be ideal to allow the user to "grab" the map by doing a click+hold and then dragging the map around. To differentiate between a unit selection and map-scroll action you could use logic to select a unit only when the mouse is clicked but not held, or you could only begin scrolling when the mouse is pressed and then dragged beyond a pixel-distance threshold. Also, an overview-navigation mini-map in the corner would be a great addition!
Problem 2: It would be great to have contextual options on the units themselves for common actions such as "upgrade unit", "unit details", "resupply" and "replacements". It becomes tedious to select a unit, and then mouse all the way across the screen to the right side to click a button to resupply.
SUGGESTION: It would be cool to have a right-click radial menu that appears around the selected unit that lists the most common actions.
Problem 3: I really hope that the reason there is no animation is because you have not gotten to it yet. This is a must-have feature. When I click a destination for a unit and it just jumps to that hex, I get lost on what has just happened, particularly if there are lots of other units is nearby hexes. The animation from start-hex to end-hex REALLY helps out. Also, when units attack, the attacker and the attackee should rotate to face each other like in PG2. This too is a must-have feature. It really brings things to life and keeps the user updated as to what is happening.
Problem 4: The zooming in and out of the map is very clunky. Scrolling the mouse wheel makes the map jump back and forth between zoomed-in and zoomed-out and it is hard to select the one you want.
SUGGESTION: As far as I can tell, it appears that scrolling in either direction just toggles between the two zoomed states and continues to toggle with successive scrolls in the same direction. I think it would work better if scroll-up only zooms in and scroll-down only zooms out. (I'm using a Logitech MX1100 with a notched mouse wheel). Also, adding more than just two zoom levels would be nice rather than just jumping back and forth.
Problem 5: I agree with the other posters that the casualty estimates are hard to read and understand. I'm a sports-junkie too but the enemy estimates being on the left side confused me as well. I would like to see the unit flags return to help determine which side is which.
Problem 6: When an air unit attacks a ground unit, you cannot see how much damage the ground unit has sustained because the air unit blocks the view.
Sorry if this is overload. I'm a UI designer in my day job so I have lots of opinions and ideas about how things might be improved.
Game rules. Please note that at this point game rules are not final. We are still thinking about some aspects, and we'll change and tweak some things as we test the game. However, any opinions on what you see in the game now, and what could be improved, are very much welcome.
All looks good. I'm not as much of a stickler for the game rules as some of the other posters. The rules are similar enough to PG that I was able to jump right in.
Tutorial campaign. The first beta includes the six tutorial scenarios from the tutorial campaign. Currently they have no real tutorial help but are just there to show the difficulty. It would be good if we knew which areas of the game needed the most helpers and prompts so can you tell us which parts you did not understand so we can focus on explaining those.
These work good but will need some tooltips and animations to really help new users understand what is going on. The biggest need for help is figuring out what the right hand buttons are and how they are used. As a PG player for many years, I was able to pick them up pretty quickly, but others may find them a mystery at first.
Great start overall!
-TripleToe
First impressions. What were your impression after 30 seconds, 5 minutes, 15 minutes and an hour. If you could write these down and post them to the forum it would be very useful.
Overall, I think this looks really great. I am able to see lots of 'beta' in the game, but it is visually very impressive and you have done a great job of taking the best of Panzer General and giving it a modern look and feel. The movement indicators (circles and trucks to show movement capabilities) are fantastic! Very easy to understand. The appearance of the right-side control panel is very nice and looks well thought-out.
The "New Game Screen" is a little too spread out. The Play/Cancel buttons should be closer to the Options listed at the top of the screen. I'm guessing this will be improved since it looks very sparse right now so it is probably already on your to-do list.
Performance. Is the game too slow on your PC? If yes, what problems exactly you experience, and what system configuration do you have?
Performance is very good. Does not feel slow at all. Nice and responsive.
Map graphics: the terrain map and the units. What did you like or not like. What could be improved?
Very nice and clean. I do agree with the other posters that an effort should be made to get the units to stand out more from the background, especially when the unit is sitting over a city or some terrain with lots of visual details.
Usability and UI of the main screen. Is it intuitively clear how to control the game? Is the UI convenient? Do you like the existing mouse interface, or would you prefer a different one? What useful information do you miss in the UI sidebar or the main map view?
Problem 1: Moving around the screen is VERY difficult (at least for me). I use a very large monitor (23'' with 2560x1400 resolution) and I love the fact that the maps scale very nicely in full screen mode. However, when the map is clipped, it is a pain to find the "sweet spot" near the map's edge to get it to scroll.
SUGGESTION: I think it would be ideal to allow the user to "grab" the map by doing a click+hold and then dragging the map around. To differentiate between a unit selection and map-scroll action you could use logic to select a unit only when the mouse is clicked but not held, or you could only begin scrolling when the mouse is pressed and then dragged beyond a pixel-distance threshold. Also, an overview-navigation mini-map in the corner would be a great addition!
Problem 2: It would be great to have contextual options on the units themselves for common actions such as "upgrade unit", "unit details", "resupply" and "replacements". It becomes tedious to select a unit, and then mouse all the way across the screen to the right side to click a button to resupply.
SUGGESTION: It would be cool to have a right-click radial menu that appears around the selected unit that lists the most common actions.
Problem 3: I really hope that the reason there is no animation is because you have not gotten to it yet. This is a must-have feature. When I click a destination for a unit and it just jumps to that hex, I get lost on what has just happened, particularly if there are lots of other units is nearby hexes. The animation from start-hex to end-hex REALLY helps out. Also, when units attack, the attacker and the attackee should rotate to face each other like in PG2. This too is a must-have feature. It really brings things to life and keeps the user updated as to what is happening.
Problem 4: The zooming in and out of the map is very clunky. Scrolling the mouse wheel makes the map jump back and forth between zoomed-in and zoomed-out and it is hard to select the one you want.
SUGGESTION: As far as I can tell, it appears that scrolling in either direction just toggles between the two zoomed states and continues to toggle with successive scrolls in the same direction. I think it would work better if scroll-up only zooms in and scroll-down only zooms out. (I'm using a Logitech MX1100 with a notched mouse wheel). Also, adding more than just two zoom levels would be nice rather than just jumping back and forth.
Problem 5: I agree with the other posters that the casualty estimates are hard to read and understand. I'm a sports-junkie too but the enemy estimates being on the left side confused me as well. I would like to see the unit flags return to help determine which side is which.
Problem 6: When an air unit attacks a ground unit, you cannot see how much damage the ground unit has sustained because the air unit blocks the view.
Sorry if this is overload. I'm a UI designer in my day job so I have lots of opinions and ideas about how things might be improved.
Game rules. Please note that at this point game rules are not final. We are still thinking about some aspects, and we'll change and tweak some things as we test the game. However, any opinions on what you see in the game now, and what could be improved, are very much welcome.
All looks good. I'm not as much of a stickler for the game rules as some of the other posters. The rules are similar enough to PG that I was able to jump right in.
Tutorial campaign. The first beta includes the six tutorial scenarios from the tutorial campaign. Currently they have no real tutorial help but are just there to show the difficulty. It would be good if we knew which areas of the game needed the most helpers and prompts so can you tell us which parts you did not understand so we can focus on explaining those.
These work good but will need some tooltips and animations to really help new users understand what is going on. The biggest need for help is figuring out what the right hand buttons are and how they are used. As a PG player for many years, I was able to pick them up pretty quickly, but others may find them a mystery at first.
Great start overall!
-TripleToe