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In-Game Gameplay Instructions/Help for Players #241

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3 of 6 tasks
jdrueckert opened this issue Oct 21, 2021 · 3 comments
Open
3 of 6 tasks

In-Game Gameplay Instructions/Help for Players #241

jdrueckert opened this issue Oct 21, 2021 · 3 comments
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Category: Gameplay Content Requests, Issues and Changes targeting gameplay mechanics and content Size: M Medium-sized effort likely requiring some research and work in multiple areas Status: Needs Discussion Requires help discussing a reported issue or provided PR Status: Needs Investigation Requires to be checked for feasibility, reproducability, etc. Topic: UI/UX Requests, Issues and Changes related to screens, artwork, sound and overall user experience Type: Improvement Request for or addition/enhancement of a feature Type: Question Issue intended to help understanding something that is unclear

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@jdrueckert
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jdrueckert commented Oct 21, 2021

ToDos:

  • brainstorm and list first bunch of requirements
  • brainstorm and list first bunch of implementation options
  • brainstorm and list first draft for instructions/help information content
  • first assessment of applicability of options with regards to requirements
  • brainstorm and list first design drafts for presenting information
  • add "extensibility" requirement (e.g. introduction of Towers might add more need for in-game help, but might need optional)

🔎 Problem Space

🏁 Goal

Give the player some means to remember in-game how the gameplay works and what the important controls are

🗒️ Requirements

  • R1 - Accessible: easily and quickly accessible
  • R2 - Intelligible: easy to understand, grasp and memorize
  • R2 - Optional: on-demand, not mandatory to look at
  • R3 - Maintainable: easy to adjust in case of key binding changes etc.

R1 - Accessible

  • LaS is designed to be fast-paced game
  • player does not have much time to access information without being attacked or losing momentum
  • ideally permanently visible on screen or accessible with a single click or key stroke
  • if not permanently visible, either non-blocking (surroundings still visible, movement still works, etc.) or only temporary access (i.e. timed or while holding a key)

R2 - Intelligible

  • same time-related reasoning as for R1
  • ideally player doesn't need to read a lot of text but is able to grasp info with single glance
    • no continuous text, bullet points at best
    • rather leverage icons, symbols, images
    • ideally have all information in one place, no multiple pages / tabs / screens the player needs to look through to find what they're looking for

R3 - Optional

  • players that play frequently or have good memory don't need the information
  • tutorials / screens that auto-start/-show and need to be explicitly skipped are annoying (IMO)
    • this kind of counters permanently visible solutions mentioned in R1

R4 - Maintainable

  • key bindings, controls, gameplay elements can change
  • if adjusting the instructions/help info is too complicated / too much effort it will end up not being done and we'll end up with incorrect and misleading instead of helpful information
  • "too much effort" example: (non-vector) images with specific keys / controls that need to be re-drawn or fiddled with for instance in Gimp
    • icons / symbols might be simpler to replace

💡 Solution Space

S1 - Books

  • item-based
  • static information
  • medium-sized UI screen

Screenshot from Lost (starting inventory item):
image

Accessible ➖ ➖

  1. Optional: Open inventory, move item to quick access bar, close inventory
  2. Select quick access slot with item
  3. Right-click to bring up book screen
  4. Click on page-turn arrow to see first content page

Intelligible 🤷

  • medium-sized UI screen with two square content areas
  • books are usually not a one-pager, so by design more suited for a lot of information or information that can be split well over multiple pages
  • good for continuous text, full-page images
    • problematic with R2
  • okay for bullet points, stylized use of icons or symbols
    • might work

Optional ➕ ➕

  • item can be present from start or given on request, for instance by fool
  • takes up one inventory slot, but LaS is not inventory-space-heavy
  • can be opened on-demand

Maintainable 🤷

  • text-based book content is easily replaceable
  • depends on how information is presented

S2 - Journal

  • not item-based, dedicated key
  • dynamic information
    • journal entries are designed to be activated over time / event-based
  • large-sized UI screen

Screenshot from Lost (accessible on key "J"):
image

Accessible ➕

  • one key stroke

Intelligible 🤷

  • depends on way of presentation

Optional ➕

  • control doesn't need to be used

Maintainable 🤷

  • depends on way of presentation

S3 - Notifications

  • not item-based
  • dynamic information
    • can be triggered event-based, can be temporary or persistent (until end trigger, e.g. specific keystroke)
  • small size UI screen

Screenshot from JoshariasSurvival (present at game start):
image

Accessible ➕ ➕

  • assumption: always present on screen (after some on-demand trigger?)

Intelligible ➖

  • very small space to display information, more suited for individual key bindings / controls, less so for showing multiple at a single glance

Optional 🤷

  • can be done on-demand / optionally, but not sure if it's designed for the use case we have here 🤔

Maintainable ➕

  • assumption: likely no images in use, but better maintainable ways of presenting information

S4 - Dialogs

  • NPC-based
  • static information
  • small size UI screen

Screenshot from Light & Shadow (appears on talking to Fool (E) on spawn platform)
image

Accessible ➖ ➖

  • needs an NPC to talk to

Intelligible 🤷

  • depends on way of presentation

Optional ➕ ➕

  • dialogue doesn't need to be started

Maintainable ➕

  • assumption: likely no images in use, but better maintainable ways of presenting information

S5 - InGameHelp

  • not item-based, dedicated key binding
  • static information
  • medium-sized UI screen

Screenshot from JoshariasSurvival (accessible on key "P"):
image

Accessible ➕

  • single key stroke

Intelligible 🤷

  • depends on way of presentation

Optional ➕

  • control doesn't need to be used

Maintainable 🤷

  • depends on way of presentation

S6 - Custom Temporary On-Demand UI Screen

  • not item-based, dedicated key binding
  • static or dynamic information
  • variable size

Screenshot from Light & Shadow (accessible on key "G", try it out yourself to experience the "temporary" part):
image

Accessible ➕

  • single key stroke (needs to be held)

Intelligible 🤷

  • depends on way of presentation

Optional ➕

  • control doesn't need to be used, screen doesn't stay open

Maintainable 🤷

  • depends on way of presentation

S7 - Custom Permanent UI Widget

  • can be item-based
  • static or dynamic information
  • variable, but likely small size

Screenshot from Metal Renegades (Minimap):
image

Accessible ➕ ➕

  • permanently visible

Intelligible ( ➖ )

  • assumption: not enough space

Optional ➕ / ➖

  • if item-based, doesn't need to be selected ➕
  • if permanently visible ➖

Maintainable ( ➕ )

  • assumption: likely no images in use, but better maintainable ways of presenting information

S8 - Loading Screen Hints

  • static information
  • large-sized

Screenshot from Light & Shadow:
image

Accessible ➖ ➖

  • not accessible in-game
    • not a real solution for the goal at hand, but might be a nice addition
  • view time depends on loading time

Intelligible 🤷

  • depends on way of presentation

Optional ( ➖ )

  • everybody goes through loading screen

Maintainable ➖ ➖

  • loading screens are images
  • if we can add arbitrary text-based info then less problematic, but I don't think we currently have that functionality 🤔

S9 - Conditional Screen Overlay

  • based on location / proximity to specific things
    • not suitable for controls for things not present in the world
  • typically used to give hints on controls
    • might not suitable for other kinds of information, e.g. gameplay process
  • dynamic information
  • small size

Screenshot from Light & Shadow (when coming close to the fool on the spawn platform):
image

Accessible ( ➕ )

  • condition needs to be met (e.g. standing close to fool)
    • controls-related info only really needed then anyway
    • players might wonder about lack of help as long as they're not satisfying condition

Intelligible ➕

  • assumption: instructions clearly worded

Optional ➖ ➖

  • can be done on-demand but requires effort that seems unnecessary

Maintainable ➕

  • assumption: likely no images in use, but better maintainable ways of presenting information
@jdrueckert jdrueckert added Topic: UI/UX Requests, Issues and Changes related to screens, artwork, sound and overall user experience Category: Gameplay Content Requests, Issues and Changes targeting gameplay mechanics and content Size: M Medium-sized effort likely requiring some research and work in multiple areas Type: Improvement Request for or addition/enhancement of a feature Status: Needs Investigation Requires to be checked for feasibility, reproducability, etc. Status: Needs Discussion Requires help discussing a reported issue or provided PR Type: Question Issue intended to help understanding something that is unclear labels Oct 21, 2021
@jdrueckert
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@ujjman Got a first version out, not sure how much time I'll have over the weekend to add more notes.

@jdrueckert
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@ujjman
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ujjman commented Oct 25, 2021

I tried to make this possible using Journal module.
#240

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Labels
Category: Gameplay Content Requests, Issues and Changes targeting gameplay mechanics and content Size: M Medium-sized effort likely requiring some research and work in multiple areas Status: Needs Discussion Requires help discussing a reported issue or provided PR Status: Needs Investigation Requires to be checked for feasibility, reproducability, etc. Topic: UI/UX Requests, Issues and Changes related to screens, artwork, sound and overall user experience Type: Improvement Request for or addition/enhancement of a feature Type: Question Issue intended to help understanding something that is unclear
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