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Topic:   GRAPHICS AND INTERFACE: Managed by Frank Moore Format for Better Printing
Frank Moore


b.02-15-99
posted June 24, 1999 13:03   Click Here to See the Profile for Frank MooreClick Here to Email Frank Moore Visit Frank Moore's Homepage!
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Hello and welcome to the GRAPHICS AND INTERFACE Thread. This thread is for the discussion of (surprise!) graphics and player interface.

Under the graphics portion, we should be discussing what improvements should be made to the graphics to make the Civ3 environment better for those marathon sessions. I know that the graphics for SMAC generated a lot of discussion. So if you didn't (or did) like the graphics in SMAC, post here to let everyone know what you liked, what you didn't, what you would change, etc..

The interface section will deal with how the player interacts to the Civ3 world. Personally I liked the SMAC interface, but I still think some improvements should be made. So if there is something you would like to be able to do, but can't, post here and we will see if we can't get it into the game.

My job here is to present ALL the ideas posted here. I will NOT make value judgements about ideas here. I will NOT say "this idea sucks, I won't summarize it". I WILL attempt to summarize all ideas posted here in a clear concise manner. If I do (and I will) make a mistake summarizing your idea, please e-mail me and I will remedy the problem.
OK that's enough from me. Let's start generating some ideas. I'm sure that if we all work together we will be able to make Civ3 an unprecedented success.

------------------
Frank Moore
Thread Manager for Graphics and Interface
frankjmoore@hotmail.com

[This message has been edited by Frank Moore (edited 06-24-1999).]

DarkEagle


b.02-15-99
posted June 24, 1999 16:18   Click Here to See the Profile for DarkEagleClick Here to Email DarkEagle Visit DarkEagle's Homepage!
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Graphics I think were fine from Civ2. Zoomable and scalable.

A 3D globe might take some power, but it doesn't have to take too much. I really do think it can have an effect on gameplay. Maybe the first civ's explorer to reach the poles gets a special bonus or somesuch (course you'd have to incorporate attrition into the game, etc. ... but this is drifting off the GRAPHICS AND INTERFACE topic)

I think Win95/NT should be an acceptable minimum OS. I think DirectX should be taken advantage of, for smooth graphics. If you don't go beyond DirectX 2.0, you'll have NT support (is that important?).

I think the game movies could be a bit higher quality ... but for the actual game graphics, they don't really need to be. Civilization's replayability has ALWAYS been its selling point. Didn't I read it was the best selling game of all time, or something close to? Even when Civ1 was out, there were games with better graphics. I think DOOM had been out for awhile, or at least its predecessors. There were some incredibly graphically detailed games out when Civ2 came out.

People still bought Civ ... why? Because gaming addicts want games that are fun to play over and over again! Street fighter games. *YAWN* 3D space fighter games like Wing Commander. *okay for a few months, then they collect dust*

If Civ2 never came out, I would STILL be playing the original Civ. And its what, 8 years old now!? Civilization brings die-hard fans.

Graphics can be good and decent ... with the actual gameplay graphics, more focus should be placed on making them easy to understand and work with, useful (maybe there should be tabs to switch between world views ... if resources are expounded out, how about maps showing the various resource deposits?), but they can still be fun. How about flags instead of mere colors for civs? Original (13 star) stars and striped I'd like to see for the Americans.

Protocol question here - would talking about build queues for the game fall under "Interface" or be more approrpriate for another thread?

Ecce Homo


b.02-15-99
posted June 24, 1999 19:41   Click Here to See the Profile for Ecce HomoClick Here to Email Ecce Homo Visit Ecce Homo's Homepage!
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Frank, the thread is yours. As you might have noticed, I am no longer interested in managing it.
ember


b.02-15-99
posted June 24, 1999 19:41   Click Here to See the Profile for emberClick Here to Email ember Visit ember's Homepage!
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I would guess anthing on how you use the queue would be under this, but anything on the fundemetal nature of building would be under resource managment.

To me, one of the most frusturating things (speed wise) about SMAC and CTP is that they seem to animate by default, even when you turn off all animations they seem to still calculate it, just not show it. I think they should be inanimate by default, then you can add on annimations if you have a powerfull enough system.

------------------
Any technology, sufficiently advanced,
is indistinguishable from magic"
-Arthur C. Clark

DarkEagle


b.02-15-99
posted June 24, 1999 22:41   Click Here to See the Profile for DarkEagleClick Here to Email DarkEagle Visit DarkEagle's Homepage!
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I definitely want to see build queues for cities.

Or how about simultaneous building of more than one item in a city? There are times when you have a huge city, have just made an advance and need to pump out more than one thing at a time, and don't have time to switch back and forth with your other 20, 30 or more cities. You could devoute X shields to building A, Y shields to building B, etc., maybe building to fill to a certain point ...
for instance, build 5 mech infs, 5 stealth bombers and 2 AEGIS cruisers.

Maybe the 3 types of buildings should have 3 different build menus. The list of units, building and wonders is getting longer and longer ... that's beautiful, but scrolling through to find what you want could be easier if we had say a "Unit Production," "Buidling Production," and "Wonder Production."
Depending on how the other threads go, there may be a need for having a "Public Works" control in city screens.


Creating template construction queues might be a good alternative, or add on to the queue and simulbuild ideas - create template construction queues for cities to follow. For instance, create a "Armybuilding" queue that builds a barracks, a Phalanx, then Legions ... and be allowed to change the queue over time (for instance to Barracks, Musketeer, Dragoon). Maybe an "All Cities Build" control that will order all cities to produce something, maybe a new defensive unit. That would really help in micromanagement -- often times, bleary eyed, I just end up getting my cities list, going through ecah city, one at a time, to get them all to build my newest defense unit or whatever.

Frank Moore


b.02-15-99
posted June 25, 1999 08:05   Click Here to See the Profile for Frank MooreClick Here to Email Frank Moore Visit Frank Moore's Homepage!
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DarkEagle,

Graphics I think were fine from Civ2. Zoomable and scalable.

I agree, I like the idea of being able to zoom way out to see a lot of my empire.

A 3D globe might take some power

I'm not exactly sure about what it would take to have a 3D globe, I think that the map may need changed to a hex based map. I expect this topic to generate A LOT of discussion. The 3D map would be more realistic, but it will probably come down to how hard it would be to execute.

I think the game movies could be a bit higher quality ... but for the actual game graphics, they don't really need to be.

I expect this to be quite a hot topic also, personally the graphics don't make or break a game for me. I prefer to have great gameplay over graphics, but since this is the graphics thread, we should discuss it. I like the SMAC way of including both high-res and low-res graphics. This allows players with blazing fast machines to crank the graphics up to 11, or players with minimum system requirements, to minimize the detail. I think that the idea should be to make the detail on the graphics user definable so that the players system specs are taken into account.

I definitely want to see build queues for cities.

For sure, build queues were included in SMAC and they work preety well, except for a few annoying little bugs. I think that this system should be expanded upon.

Or how about simultaneous building of more than one item in a city?

I think that this should be a topic for a general discussion, the topic definitely has some merit, but it is a major change.

Maybe the 3 types of buildings should have 3 different build menus.

Maybe instead of this, filters could be included. So that the player could click a tab to just display military units, or just city improvements. This could be taken a step further to filter military units so that only naval units would be shown. I think that this system would eliminate scrolling through 50 or 60 things to build.

Maybe an "All Cities Build" control that will order all cities to produce something, maybe a new defensive unit.

A way to implement this would be to allow the player to select multiple cities from say the F1 screen, and to be able to change what every one of the selected cities is producing, or even change all the selected cities production to a queue of items.

there may be a need for having a "Public Works" control in city screens.

I believe this is a C:CTP concept (correct me if I'm wrong). I don't have C:CTP, could you explain the concept. Would you recommend getting this game, for official purposes only.

Ember,

To me, one of the most frusturating things (speed wise) about SMAC and CTP is that they seem to animate by default, even when you turn off all animations they seem to still calculate it, just not show it. I think they should be inanimate by default, then you can add on annimations if you have a powerfull enough system.

I'm not sure what you mean by this, could you elaborate?

Sorry for the long post, but I think that it is necessary in this case.


------------------
Frank Moore
Thread Manager for Graphics and Interface
frankjmoore@hotmail.com

eNo


b.02-15-99
posted June 25, 1999 14:35   Click Here to See the Profile for eNoClick Here to Email eNo Visit eNo's Homepage!
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Personally I'd like to see less inactive space. In SMAC the "metal" frame for the windows were nice but seemed unneccessarily thick. Slim those down and I can see more of the map. I know this won't make much of a difference but it'll help. Also in SMAC there was the central display box that showed a miscellany of game statistics. I'd rather that information be moved to a pop-up like the pop-ups for Sattelite Display and have the box removed completely. (More map!) The Commlink button also seemed unneccesary. I'd rather have another one of those popups where I can see the factions information before contacting them.

More than one type of tile for the same terrain. For example decidouse forest vs. coniferouse. It would have no effect gameplay wise but would make the map more attractive.

Better "window" management. Again I'm using SMAC as a reference. When I zoom into a base, I clicked hurry, which pops up the hurry window. I click on the change button on the window underneath by mistake and I am presented with the change production window underneath the Hurry window. Yet the Hurry Window is no longer active and I have to close the Change Production Window first. It's nothing big but it's still a little irritating.

Q Cubed


b.02-15-99
posted June 26, 1999 15:37   Click Here to See the Profile for Q CubedClick Here to Email Q Cubed Visit Q Cubed's Homepage!
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For units capable of building cities, I like the CTP method of showing the city grid around the unit (those green squares). When used with the map grid and the red lines characteristic of SMAC and Civ2 (but stupidly, not in CTP), this would really make it easy to civzone properly sometimes.
Hugo Rune


b.02-15-99
posted June 26, 1999 16:27   Click Here to See the Profile for Hugo RuneClick Here to Email Hugo Rune Visit Hugo Rune's Homepage!
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DarkEagle: People still bought Civ ... why? Because gaming addicts want games that are fun to play over and over again!

Wrong ! Gaming addicts want a game that you can play, change completely (or have someone else change it for you) and then play it over and over again, when it's essentially a completely new game! That's why Customisation is so important.

All graphics need to either (a) be in a simple file format or (b) have the added option (for slow players and customisation) to be in a simple file format. For example, It's OK if firaxis uses CAVIAR files for the units, as long as those who want to customise (or those who have slow computers) can use Bitmapped units intead.

Frank Moore: What about sound? Music and Sound effects are an essential component of the presentation, you know...

I put the topic of file formats for graphics, sounds, music and animation under my topic. I hope you don't mind. they're only really going to be important for those wihing to do customisation anyway.

DrFred


b.02-15-99
posted June 29, 1999 16:17   Click Here to See the Profile for DrFredClick Here to Email DrFred Visit DrFred's Homepage!
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a couple very simple interface requests:

Templates: These were cool in SMAC, I use 'em all the time! but, whenever I start a new game, I have to input all my templates again. You should be a able to save templates to a savegame indepent file, so they can be used on several games. (of course you will run into problems based on stuff in the template that is not technologically possible, but maybe a downgrade/upgrade algarythm could be implemented.... for instance... I design a template that builds musketeers then setlers then Calvalry.. Then, in a diffrent game, I load this template, but its in the middle ages. so then it converts it to Pikemen the setlers then Knights. If I load it in a future game, it will build Infantry then Engineers then Tanks. It wont be fullproof, but it'd be sufficient.)

Also, as I tend to use Governers A LOT when I get huge empires, I tend to switch large parts of my empire from Build/Discover to Conquer. At present I have to go to the city summary screen and right click every city and change it to conquer. It'd be much easier to hold ctrl, select 10 city's, then set them all to conquer in one click. I know, its really minor, but it'd help.

[This message has been edited by DrFred (edited 06-29-1999).]

Destructor


b.02-15-99
posted July 01, 1999 05:52   Click Here to See the Profile for DestructorClick Here to Email Destructor Visit Destructor's Homepage!
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Building multiple items at the same time would be really great for people like me, who don't like to expand their empires so much. Splitting the production with the items being built would be one solution.

The build queue should be like the one in Master of Orion 2, not like the one in SMAC (which was difficult to use, because the object being built couldn't be modified from the same place the other queue objects were).

n.c.


b.02-15-99
posted July 02, 1999 13:19   Click Here to See the Profile for n.c.Click Here to Email n.c. Visit n.c.'s Homepage!
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As most of you know there is a lively debate in the "General" area over the whether or not Firaxis should keep relatively low system requirements. Upon asking whether the ideas would be summarized for Firaxis, I was told:

"Someone will, if you make sure to post it in the Graphics thread of the Suggestions for the Wish List forum."

So here it is! I will leave to others whether we should commence the debate here, but I suspect we should not. I would volunteer to do the summary, but I spend too much time on these threads as it is.

[This message has been edited by n.c. (edited 07-02-1999).]

EnochF


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posted July 02, 1999 15:37   Click Here to See the Profile for EnochFClick Here to Email EnochF Visit EnochF's Homepage!
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Here's the thread n.c. was talking about:
http://www.firaxis.com/ubb/Forum6/HTML/000132.html
Frank Moore


b.02-15-99
posted July 06, 1999 10:37   Click Here to See the Profile for Frank MooreClick Here to Email Frank Moore Visit Frank Moore's Homepage!
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I'll be incommunicado for the next few days. I will check in again hopefully this weekend.

Also check out the summary for this thread over at the summary forum.
http://www.firaxis.com/ubb/Forum8/HTML/000016.html

------------------
Frank Moore
Thread Manager for Graphics and Interface
frankjmoore@hotmail.com

[This message has been edited by Frank Moore (edited 07-06-1999).]

eNo


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posted July 08, 1999 01:15   Click Here to See the Profile for eNoClick Here to Email eNo Visit eNo's Homepage!
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Another graphics option I'd like to see is to choose between windowed and full-screen. Since CivIII should be a turn-based game, a windowed game would be easier to use in conjunctin with programs such as ICQ.
eNo


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posted July 09, 1999 23:06   Click Here to See the Profile for eNoClick Here to Email eNo Visit eNo's Homepage!
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Can somebody explain the CtP unit interface? I think we could all use the enlightenment.
Sir Edgar


b.02-15-99
posted July 14, 1999 00:54   Click Here to See the Profile for Sir EdgarClick Here to Email Sir Edgar Visit Sir Edgar's Homepage!
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The units should move when they attack.

There should be explosions.

Diplomatic graphics should be better.

Overall, graphics is not a big part of the game in my opinion. But, Civilization III should bring up graphics standards from II and original game.

Titleist 4 Professional


b.02-15-99
posted July 14, 1999 11:34   Click Here to See the Profile for Titleist 4 ProfessionalClick Here to Email Titleist 4 Professional Visit Titleist 4 Professional's Homepage!
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How about a little more "depth" to things like rivers. A river like the Nile should look like it is sunk into the ground a little, not just as a blue line on the map.

In the deserts, a few palm trees would probably be good.

[This message has been edited by Titleist 4 Professional (edited 07-14-1999).]

Gordon the Whale


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posted July 14, 1999 12:48   Click Here to See the Profile for Gordon the WhaleClick Here to Email Gordon the Whale Visit Gordon the Whale's Homepage!
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Building multiple thigs, IMHO, is pointless. If a phalanx costs 20 shields(not sure, but as an example) and a temple costs 40 shields, and my production is 5, why should I build them both, and get them together after 12 turns, when I could just build the phalanx, getting it after 4 turns, and then build the temple. I still have both things after 12 turns, but I got the phalanx 8 turns earlier!

Queues, on the other hand, are a great idea. I agree with Destructor that the first item on the queue should be with all the others... It's a little thing, but it gets bothersome.

In response to the 3D globe suggestions above, this is much more complicated, check out the discussion in the maps thread.

Also, I agree that we need customizable graphics to go with the 3D ones, if there are 3D ones.

In addition, I haven't seen any mention here about the feel of the graphics in SMAC as opposed to other CIV games. I like the flow between squares in SMAC, although the color scheme gets monotonous. Earlier games (and CtP) always had maps that looked like blocky quilts, whereas SMAC looked like a unified landscape. Whether the rockiness/rainfall/elevation or a similar method is used or not, the sprites could be more varied to make smoother transitions.

Frank Moore


b.02-15-99
posted July 14, 1999 13:03   Click Here to See the Profile for Frank MooreClick Here to Email Frank Moore Visit Frank Moore's Homepage!
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DrFred,

I agree with you about saving build queues, but I think upgrading the queues automatically would be tough to implement. One possible solution would be to give the player more than just 10 queues to save to. If the player would have 50 for example, it might be possible to make a queue for just about every situation.

Gordon the Whale,

I agree with you about the building multiple things, it just doesn't make a whole lot of sense to me.
As for the queues, there is a small interface problem with the item being built, it should be the first item in the queue. I do use the queues in SMAC and there is not much doubt that this is a big improvement over civ2.
The graphics (i.e. color scheme) in SMAC is designed to look like an alien landscape so I expect (and hope) that the landscapes for Civ3 will follow the SMAC idea, but use different colors which will look much more appealing to the eye.

------------------
Frank Moore
Thread Manager for Graphics and Interface
frankjmoore@hotmail.com

pionex


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posted July 19, 1999 19:54   Click Here to See the Profile for pionexClick Here to Email pionex Visit pionex's Homepage!
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I think that the new civ III should revert back to the user interface in civ II as opposed to the Civ CTP interface. I personally can't stand the new CTP interface and I find it difficult to manage my civilization properly. The main problem is the wierd consolidation into the tool bars of all of the functions. I prefer the dialog box that pops up for each city and the overhead tool bars that make manipulating your civilization easier.
eNo


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posted July 27, 1999 17:32   Click Here to See the Profile for eNoClick Here to Email eNo Visit eNo's Homepage!
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Could somebody please explain the CtP interface? I know I asked already but nobody explained.
Frank Moore


b.02-15-99
posted July 28, 1999 12:19   Click Here to See the Profile for Frank MooreClick Here to Email Frank Moore Visit Frank Moore's Homepage!
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I would also like to know what the CTP interface is like. However there is not a demo that I can find, and I'm not going to buy CTP based on what I have read about it. Maybe someone will enlighten us concerning the interface.

------------------
Frank Moore
Thread Manager for Graphics and Interface
frankjmoore@hotmail.com

Frank Moore


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posted August 11, 1999 06:43   Click Here to See the Profile for Frank MooreClick Here to Email Frank Moore Visit Frank Moore's Homepage!
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***BUMP***
Q Cubed


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posted August 22, 1999 00:09   Click Here to See the Profile for Q CubedClick Here to Email Q Cubed Visit Q Cubed's Homepage!
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When I get more time, I'll post the CTP interface.

meanwhile,

<------BUMP!

------------------
Q Cubed
Renaissance Q • Q-of-all-trades
Thread Discussion Facilitator for Wonders

"Logic must dictate my stance."

eNo


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posted October 16, 1999 22:12   Click Here to See the Profile for eNoClick Here to Email eNo Visit eNo's Homepage!
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BUMP!
Dreifels


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posted October 17, 1999 20:36   Click Here to See the Profile for DreifelsClick Here to Email Dreifels Visit Dreifels's Homepage!
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well, graphics are not bad, but what I more miss is a world I can rotate in 3 directions and zoom.

It's not necessary that I see all units when see a world overview until I zoom to a greater size. So it will need not too much ram or graphic card memory.

At least always remember that the most used screen resolution is 600 x 800, not more, and most users don't have more ram on graphic card than 4-8 mb

What I general don't like (unfortunately all newer games have it) is that only a full screen modus is possible.

------------------
Best, Dreifels
http://1st-euro.net/AC

BusterMan


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posted October 17, 1999 21:05   Click Here to See the Profile for BusterManClick Here to Email BusterMan Visit BusterMan's Homepage!
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The most used screen resolution is 800x600, there's a difference.
Dreifels


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posted October 18, 1999 19:37   Click Here to See the Profile for DreifelsClick Here to Email Dreifels Visit Dreifels's Homepage!
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goodness, the same.
600 x 800 or 800 x 600 (Europeams most say it other way than Americans)
ok?
BusterMan


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posted October 18, 1999 20:45   Click Here to See the Profile for BusterManClick Here to Email BusterMan Visit BusterMan's Homepage!
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It is NOT the same! I'm sorry but usually us "Yanks" think about what we say before we say it. Do you "Euros" have screens that are more tall than they are wide? I didn't think so. The first number is for width, the second for heighth. So if you have 600x800 colour (hahaha) monitor it would be a little strange. Sorry I've turned this forum upside-down, Frank, but I have to correct this person who thinks that his screen is 600x800 resolution. By the way I switched over to 1024x768 (not 768x1024) today and I'm never going back!

-Parker

shroomus


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posted October 19, 1999 00:29   Click Here to See the Profile for shroomusClick Here to Email shroomus Visit shroomus's Homepage!
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GUI suggestions:

(1) Take up less screen real estate! Smaller fonts, less useless border frills, etc.

(2) Echoing sentiments somewhere above, less modal dialog boxes, or at least dim or stipple the controls you can't use while they're up.

(3) Consistent keyboard shortcuts, including modal dialog boxes.

(4) A better way to move units one square in a given direction. Click-dragging takes a little while to do for laptops with touchpads to tap and drag, maybe a nicely drawn compass rose that moves when you click on the octants or something.

(5) Right-click options, but less than shown in Alpha Centauri (why do I have to pick Action... when I just right-clicked o nthe units?)

(6) Manageable level of detail. Keep the relatively-low-requirement 2D engine so the same computers that can play Civ2 and AC can play Civ3. If you want 3D, do another rendering engine or something. Homeworld has the best balance of SW render and crazy HW-accelerated eye candy I've ever seen, but its 3D mode will not work with less than a P-200 MMX or so. Also, I think the historical units will require more detailed images than rather vague sci-fi units as in AC, so either detailed 2D sprites or 3D models will be required, no blocky nontextured polygons.

AC Fever


b.02-15-99
posted October 20, 1999 22:09   Click Here to See the Profile for AC FeverClick Here to Email AC Fever Visit AC Fever's Homepage!
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I, personally, hated the CtP interface (those who don't know about it, read below). I also didn't particularly appreciate the fact that SMAC's was WAY too dark, and large and clumsy, too.

I think Sid Meyer should revert to the way it was done in CIV2, with a menu at the top with many different options (though I don't remember them all).

Included should be:

* FILE (New, Save, Load, Exit, etc...)

* CHEAT (:-))

* VIEW (Empire status, Top 5 Cities, etc...)

I don't remember any others right now, but you get the idea...


ALSO:

I think the interface should be bright and out-of-the-way, also make it easier for you to move pop-up windows.

I also looved the "View City" thing in Civ2 and 1, which they got rid of and added that weird thing with Who did What When (they should keep that, but have it under the VIEW menu.

However, my #1 thing of all time in CIV was the upgrading of your Throne Room, or your Castle itself. WHY DID THEY HAVE TO GET RID OF THAT?? Plus, it gave you an idea of how well your empire is doing...


-------------------------
CtP Interface:

There were no menus, just a little "scroll-up" thing around where the comm menu is in SMAC. From there, they expected you to easily access the entire game. E.G. All the menus normally at the top, were little incomprehensible images (5 of them!!) However, they did save lots of space for the main screen (which was good).


------
Any questions, email me: d.erlich@bigfoot.com

AC Fever


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posted October 20, 1999 22:24   Click Here to See the Profile for AC FeverClick Here to Email AC Fever Visit AC Fever's Homepage!
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I forgot to add something:

SimCity 3000 had something (in my opinion, anyways) that was really cool, a little ticker bar at the very bottom of the screen which told you important info (and useless-but-sometimes-funny junk). I'f that could somehow be incorporated into SMAC, it'd be great!maybe a couple of lines (hyperlinked to corresponding screens) with information like

quote:
"Lady Deirdre wishes to speak with you"
or
quote:
"U.N. Humanity Base has been infiltrated"

Although, it should be a couple of lines high (5 or 6), and the texzt should just sit there, not move around the screen (though it should be able to scroll vertically - NOT automatically - if there are more than 6 lines of news)

That's about it...

------
Any questions, email me: d.erlich@bigfoot.com

MarkE


b.02-15-99
posted October 25, 1999 16:03   Click Here to See the Profile for MarkEClick Here to Email MarkE Visit MarkE's Homepage!
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AC Fever:

I think that what you are describing is just like what is in Alpha Centauri. If you hit the "M" button, you can view all the messages, scroll, and hot-link to the area/base.

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