User interface
Sep. 23rd, 2008 01:28 amSuggested user interface
You control 2+ marines on a hex grid, who each turn can move or fire. Proposed interface:
* One marine is selected
* A red highlight appears on the hex under the mouse; right click and the marine fires her weapon into that square. If the weapon would hit other squares as well (eg. plasma cannon would hit any line of hexes) those will also be highlighted. (Q. If the hex is behind a wall, should that be inoperable, rather than fire at the nearest possible hex?)
* A blue arrow appears from the marine to the adjacent hex in the direction of the mouse cursor. Left click and the marine moves into that hex.
* When a marine has moved/fired the next marine is then selected.
Also:
* You can left click on a marine to select her, or click and drag to move a non-selected marine
* If there are two alternative lines of fire (eg. along, along, up, along; or along, up, along, along) it chooses the more left or more right depending which side of the hex the mouse is nearer. (This should normally not matter.)
Does that make sense? I thought about several more complicated systems
* Those were often avoiding any assumptions about which marine you'd move first
* For instance, hover over a square, and press 1,2,3... to move there, or q,w,e... to fire there.
* Or, as Matt suggested, 1,2,3 to select and click/right-click to move/fire. (That would still be possible with my suggested idea.)
Notes:
* A mouse interface is a faff to code, but I think it has to be mouse based.
* That can be annoying if you're trying to control two different marines (maybe you ought to be able to move one marine along a corridor, and then another along a parallel corridor, and have it treat the turns as concurrent?) or move in one direction and fire in another.
* But keyboard based control of several marines is really convoluted.
* You could have a hex of keys (eg. 90 I P KL) that move the current marine, as a keyboard shortcut if you want to repeatedly retreat a marine.
* You need to be able to position marines finely in close combat. (This does that mostly -- one click per move)
* You need to be able to move several marines along a corridor quickly. (This does that mostly -- just clickclickclick and they will move)
Any other suggestions?
You control 2+ marines on a hex grid, who each turn can move or fire. Proposed interface:
* One marine is selected
* A red highlight appears on the hex under the mouse; right click and the marine fires her weapon into that square. If the weapon would hit other squares as well (eg. plasma cannon would hit any line of hexes) those will also be highlighted. (Q. If the hex is behind a wall, should that be inoperable, rather than fire at the nearest possible hex?)
* A blue arrow appears from the marine to the adjacent hex in the direction of the mouse cursor. Left click and the marine moves into that hex.
* When a marine has moved/fired the next marine is then selected.
Also:
* You can left click on a marine to select her, or click and drag to move a non-selected marine
* If there are two alternative lines of fire (eg. along, along, up, along; or along, up, along, along) it chooses the more left or more right depending which side of the hex the mouse is nearer. (This should normally not matter.)
Does that make sense? I thought about several more complicated systems
* Those were often avoiding any assumptions about which marine you'd move first
* For instance, hover over a square, and press 1,2,3... to move there, or q,w,e... to fire there.
* Or, as Matt suggested, 1,2,3 to select and click/right-click to move/fire. (That would still be possible with my suggested idea.)
Notes:
* A mouse interface is a faff to code, but I think it has to be mouse based.
* That can be annoying if you're trying to control two different marines (maybe you ought to be able to move one marine along a corridor, and then another along a parallel corridor, and have it treat the turns as concurrent?) or move in one direction and fire in another.
* But keyboard based control of several marines is really convoluted.
* You could have a hex of keys (eg. 90 I P KL) that move the current marine, as a keyboard shortcut if you want to repeatedly retreat a marine.
* You need to be able to position marines finely in close combat. (This does that mostly -- one click per move)
* You need to be able to move several marines along a corridor quickly. (This does that mostly -- just clickclickclick and they will move)
Any other suggestions?
no subject
Date: 2008-09-24 05:24 pm (UTC)Like Sarah Connor in Terminator 2.
Like Vasquez in Aliens.
Like the Jamie Lee Curtis character in Blue Steel whose name annoyingly escapes me.
Like Thelma and/or Louise.
Like Lara Croft.
Like Barbarella.
Some day I will learn how to switch off the bit at the back of my brain that takes things as challenges.
no subject
Date: 2008-09-24 07:37 pm (UTC)I resemble this remark :) (And, indeed, thank you, that could in fact be helpful.)
Though I think that's still essentially none, as compared to the number of male action heroes. There are certainly good exceptions, but in at least my experience, men are definitely way more represented in the action hero role. (It may depend if you count the same character with a different name by the same actor as twenty or one, possibly.) None seem (afaik, maybe vasquez? I don't really remember any of the characters from aliens) a good description for Judd or Red :)
(In the original post I was going to say "Apart from Riply. (Angelina Jolie doesn't count.)" But only because it seemed funny, not because it was especially accurate.)