gaerzi wrote:They go quite far with the idea of having each faction get a very different approach to empire management, beyond just giving them different bonuses on an otherwise identical interface.
sven wrote:Hivers move between star systems very slowly, but they start the game with the ability to build Stargates.
skonar2 wrote:Maybe something like a large/fleshed out diplomacy segment with a lot of flexible one-off menus? I think I took it for granted that the UI would be built on something relatively easy to overhaul repeatedly - something that could be implemented with something like a markup language ala CSS and thus be flexibly iterated on everywhere?
skonar2 wrote:I was seriously considering highlighting Stars in Shadow as a game that took real steps towards achieving the kind of subgame to subgame balance that I theorize made MoO2's feel work so well, but then I was like, well, I'd have to start digging into what parts of SiS work for me and which didn't work for me, and then I better talk about Stardrive 2, and then maybe go into SotS/SotS2... and if I went down that rabbithole I'd stop talking about MoO2 entirely.
sven wrote:One of the unpleasant truths of developing a working game is that you'll spend a lot more time than you'd like agonizing over UI designs -- and I think that's part of the reason that you so rarely see significant interface specializations in practice. If you can design an interface to your mechanics that feels like it's playing well, it's very hard to break it all up, and rework things to put in another collection of buttons and widgets.
Arioch wrote:Thanks for posting. If you have the time and inclination, I'm curious to know what in SiS worked for you and what didn't.
In short, when remaking or cloning a game, if you remake the game by focusing on the surface level elements of the game — the simple things you can point at — you are not likely to make something nearly so fun to play as the original.
Arioch wrote:Thanks for the feedback.
I think Sven's point was not that we agonized over making the perfect UI designs (as I'll be the first to admit that most of our UI is far from perfect), but rather that UI affects game design more than you might think. Sometimes we have to drop a cool idea because we can't figure out how to present it to the user in an effective manner, and sometimes the UI's become obtuse or unintuitive or overloaded because we're trying to hammer a round peg into a square hole, or -- even worse -- our ideas changed and we are trying to twist the UI to accommodate the change without redesigning the whole thing.
skonar2 wrote:Kind of thinking I may need to see about taking a short course on UI design sometime, see if I can wrap my head around the art a little more.
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