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Panzer Battles Demo - Released!
05-19-2017, 04:53 AM,
#61
RE: Panzer Battles Demo - Released!
(05-18-2017, 02:11 AM)Strela Wrote: Hi Guys,

Back working on Panzer Battles 3  Helmet Wink

For all asking for it in this thread, we have updated many of the sounds in game - very happy with the changes. These are not the FWWC sounds ported across.

We also have a prototype of a new task bar, fixing the current 'green out'.

See below. The top graphic are the current icons set and below is the proposed new ones. The Green icons have been broken into three groups. Tan is for 'shade commands' such as movement, command and weapon ranges. Khaki is for unit and other highlight commands. Green is for all others, usually map and other miscellaneous functions.

Right click to see the graphic full size.

Original on top, new on the bottom.
[Image: PB%20Graphics%20501.png]




David
Why not closer to the effect that is achieved.
Use dark gray or even back for the shade commands as they darken areas of the map, and bright yellow or red for the highlighting just like the highlighting of the units.
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05-19-2017, 07:10 AM, (This post was last modified: 05-19-2017, 07:11 AM by BigDuke66.)
#62
RE: Panzer Battles Demo - Released!
Besides the color I would recommend to change some symbol to a more straight forward maybe even "primitive" symbol to make them better connectible to the actual function, also some can just depict what you actually get on the map instead of using symbol that differ from the graphics on map or unit box. I rougher style might also help as most seem to be rather fine drawn what makes the bad to identify if using the small scale. Last but not least the size of the buttons should be utilized as much as possible for the symbols, the symbol is smaller than the colored area which is again smaller than the button, I see no need to draw the symbol much smaller than the actual button.

Here my symbol ideas:
Activate AI = Simply using the text AI instead of a symbol seems better, because the arrow on the screen looks more like a video that should be played.
Save Battle = Use a floppy disk as symbol that is better than the hardrive depiction.
Change Travel mod = Best would be to use a T because a unit in travel mod has a T added in the unit box.
Combine/Breakdown = Easiest is to just use C/B. I f a symbol is wanted the way of the unibox shoudl be used by making a symbol that shows (3)<>(1)(2)(3).
Resolve Assault = Big Arrow with A seems better, I still don't get what the symbol depicts, is that a hand?
Resolve Assault = Same as above.
Damage Ferry = A simple ferry depiction without load instead of this car transport would be better.
Arrived Units = Those 3 manikins ain't give anyone a clue but I also don't have a good idea for a replacement.
Strengths = That book don't give anyone a clue but I also don't have a good idea for a replacement.
Victory Conditions = A simple V or VC will do the trick instead of that medal.
Weather = Depict is stronger with rain under the cloud and sun behind it.
Map Coordinates = A hex around it would help.
Hey by Coordinate = Same as above but instead of numbers you could set questions marks in it.
Contours = Well seeing a hex pattern with some thicker line would just depict what you get instead of the plain field.
Map Combat Modifiers = Resize it so that you can set 20% instead of just -20 so the player knows it's about percentage instead of any other number.
Map Elevations = Maybe a stylized hex stair with numbers above it would help to understand, that 7 is leaves a question mark.
Specials on Top = Maybe a hex with an S in it would do the trick, an arrow pointing up could also help.
Objectives = A square with VP in it would help.
Supply Sources = A depiction of the current supply graphic instead of the old supply symbol would be better.
Visible Hexes = Instead of binoculars like already used for Recon spotting I person with a hand raised to shield his eyes as if concentrated trying to see something would be better.
Reachable Hexes = Maybe depicting movement arrows on some hexes would make sense, I again don't know what the current symbol should depict.
Maximum Range = Using some hex with the green and red lines would make sense instead of the current circle.
Road Limit = An actual road with a ! besides it would make sense, that triangle does less.
Divisional Markings = Adding XX would help to know what is meant because now it just looks like an infantry symbol.
Detached Units = That pie chart is rather abstract but I also don't have a good idea for a better symbol. Maybe if the detached pie piece is moved away from the pie it would be clearer.
Non-Full Strength Units = A simple percentage in brackets like on the unitbox art would be better.
Move/Fire Mod = Either M/F or a cross/crosshair like the mouse pointers in the different mods would fit better.
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05-19-2017, 06:13 PM,
#63
RE: Panzer Battles Demo - Released!
I agree 100% with BigDuke66
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05-19-2017, 07:01 PM, (This post was last modified: 05-19-2017, 07:03 PM by Strela.)
#64
RE: Panzer Battles Demo - Released!
(05-19-2017, 06:13 PM)wiggum Wrote: I agree 100% with BigDuke66



Well good luck getting it done then....

I seem to fix one thing just get to get complaints and 'suggestions' for others. 

Sorry guys, icons are done, we have all the other things you're asking us to do.

David

PS If you want 'primitive' you can select the original icons via settings.
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05-19-2017, 07:13 PM, (This post was last modified: 05-19-2017, 07:13 PM by Strela.)
#65
RE: Panzer Battles Demo - Released!
One other comment re icons.

There is over six weeks of work that was done to implement these. We had to get consistency in image, look and feel. We had to mock all the icons up and share with the test team.

These were then reviewed based upon the feedback and adjusted accordingly. We deliberately wanted to move away from a 'primitive' look as new players were calling out the 1990's look of the existing games. The above suggested changes would not assist that perception.

The icons then had to be broken into three sizes and code completely rewritten to allow multiple selections across multiple screen resolutions.

This was a LOT of work, purely to satisfy requests for more icons, improve the user interface and boost play-ability.

I'm glad we did it, if you don't like it then turn them off or use the originals, but we won't be revisiting them.

David
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05-20-2017, 02:42 AM,
#66
RE: Panzer Battles Demo - Released!
Sorry if you thought it was a complain, it was just my intention to raise playability by making icons connect without any doubt to the actual function, as of now it's better to ignore the icons and learn where to find what.
If these icons are based on feedback it's surely those persons fault because how anyone can think that a 7 is a proper icon for telling person completely new to the engine that this is for showing the map elevations is beyond my mind.

Are these icons hardcoded?
If so, is there at least a chance that a function is added that the engine can utilize a graphic file instead?
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05-20-2017, 05:19 AM,
#67
RE: Panzer Battles Demo - Released!
(05-20-2017, 02:42 AM)BigDuke66 Wrote: Are these icons hardcoded?
If so, is there at least a chance that a function is added that the engine can utilize a graphic file instead?

No chance.  Hard-coded only.
Campaign Series Lead Programmer, Panzer Battles Lead Programmer, Civil War Battles Lead Programmer
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05-20-2017, 07:11 AM, (This post was last modified: 05-20-2017, 07:17 AM by wiggum.)
#68
RE: Panzer Battles Demo - Released!
(05-19-2017, 07:13 PM)Strela Wrote: These were then reviewed based upon the feedback and adjusted accordingly. We deliberately wanted to move away from a 'primitive' look as new players were calling out the 1990's look of the existing games.

Primitive is the wrong word. I would call it, more "Clear" Symbols.

And sorry but without a new engine (!) these games will always have a outdated look that will hardly attract any new players.

You did some great work but sometimes i wonder if all those hours would better have been invested in coding a new engine from scratch. Not saying you should code it by yourself. No offense.

But the engine is low res and everything looks late '90 at best, no matter how many hours you spent modding low res .bmp files (which i also did for my mods).

(05-20-2017, 02:42 AM)BigDuke66 Wrote: If these icons are based on feedback it's surely those persons fault because how anyone can think that a 7 is a proper icon for telling person completely new to the engine that this is for showing the map elevations is beyond my mind.

Again i have to agree.
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05-20-2017, 09:00 AM,
#69
RE: Panzer Battles Demo - Released!
I think many appreciate what you have done David. But I think what you started with was so awful that there is only so much one can do with it. I do like all the keyboard shortcuts and the elevation numbers.

If there is something relating to graphics and UI I would suggest getting user feedback. I don't know the composition of the testing group but if they have been playing PzC, SQ, etc for decades their feedback will be blinkered to some degree as they have endured and conquered such an old UI and learnt to live with it. A wider audience would give you better feedback.

Personally I would like prettier (brighter) colors for the terrain and a draggable map (left-click on map and pull the map in any direction as little as one hex or many hexes).
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05-20-2017, 11:38 AM,
#70
RE: Panzer Battles Demo - Released!
I'm new to the engine and honestly I find the icons (ui) straight forward and fresh , actually  the aesthetics of the game is what caught my attention. But then again I was looking for a wwii PC title  focus on tactical armor game roughly the AH Panzer Blitz scale that still retained the boardgame  look and feel ..... for me this game nails it , aesthetically ill just mod out what's not appealing to my eye
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