Before reviewing the various mockups I'll discuss here first till we agree on the design.
> * Missing the "Reply" button on mockups [David] you mean in the chat window, when it's the player's turn to talk ? if I understand correct then ok, sure. > * AjaxIM chat is on the bottom, with one tab per correspondent > (Facebook-like) [David] I looked for images of what Ajaxim looks like, but still I'm not sure to understand what you want to change here, can you explain ? You mean that if we have 5 concurrent missions, we should have 5 tabs in the chat window ? I guess it could work this way. > * Entity management screen is hard to understand in its current > format, it has way too many options IMHO: [David] ok see below > * Should let the URL on the top bar (otherwise it will be hard to > understand which page we are on when the entity page isn't > displayed) - just move the rest [David] ok. Then if we keep the top bar, I suggest we put the following inside : - URL - one icon to show/hide the status console (former entity console) - one icon to show/hide the missions & chat console (I think about merging these two consoles) - one icon to show/hide the hack/scan console (contains the hack/scan buttons and information about the current website we're on, + the rank, + the site list and leaderboard, + a button 'home' - basically everything related to web sites) - save session / login / logout - language & community website I have a doubt regarding the 2 last elements, basically these meta-elements could be either on the bar or on the status console if this status console becomes like the center of command for the game, what's your opinion ? With this new organization by the way, the status console becomes simplified, it basically contains the information about trust and needs, and the launching of missions. > * We will probably change again once we have the concept, but it > would still be interesting to integrate the comments on the > context from the game designer: the entity is human, the > context > is the evolution inside a sect-like structure, making the main > jauge a level of trust, and the sub-jauges will be linked to > the > actions TBD by the game designer [David] yep I'll do that. I will need to update all the rest too, positioning + jobdesc + gameplay... > * Need to split screens in logical blocks: character sheet is > different from tool used to hack -> different windows. And we > probably don't always need to see the hack info/window [David] Ok, see above for the new organization. > * Option menu should be removed and its functions spread on the > different relevant windows - it currently contains a mess of > things related to account / hack, that we only put here because > there was no room on the hack bar. Should access to the > functions contextually. [David] yep, see above. > * The mission console is not very intuitive or sexy - ideally it > would be something we would want to come back to, to check the > status and progress of the missions through the day. Maybe make > them less of a list, and more individual progress bars, with a > countdown to the end of the mission? Could get inspiration from > something like this: > > http://www.sapdesignguild.org/community/images/progress_bar_en.gif > [David] Works for me. By the way I'm thinking of merging the chat and missions console : by default the player sees the list of missions with individual progress bar, and on the second half of the console, one chat open which corresponds to the selected mission. And the player, by clicking on a mission, switches to the associated chat. I think it makes sense given the strong connection between missions and chat. > Not sure what a "free form" mission is, but I'm fine with the general > idea. I'd like to find a way to better introduce the missions than > clicking on a button though, it makes it a bit artificial. Maybe the > "wish" system from the Sims? [David] You mean in general, not at the beginning of the game ? Whishes that would guide the player to do a mission related to a need rather than to another need ? This looks fine, but couldn't it be an additional layer once we have the basic needs in place and some first missions attached to it ? _______________________________________________ Hackit Bar mailing list - [email protected] Wiki: http://community.hackit.cx/ List: http://community.hackit.cx/ml/ Forum: http://community.hackit.cx/forum/ Ideas: http://community.hackit.cx/ideas/ IRC: irc://irc.freenode.net/#politis
