With my SVN/compiling skills, i'm really only able to test the most recent version.

My testing has been all on prototype B.

My first response on seeing, the ghost left behind in the "real" position was backwards, and a little confusing. Further testing didn't dispel this. Intuitive the the real, actual, current location of a unit is expected be solid, and the potential future location should be ghosted.



On Jun 22, 2010, at 11:13 PM, Gabriel Morin wrote:

Secondary questions:
What works better, almost-transparent arrows that highlight on mouseover like in prototype B, or clearly visible arrows (that also highlight on mouseover) as in prototype A? Which kind of arrow is best for which prototype's approach?
I'm not sure that highlighting arrows on mouse-over *of the arrows* is the right approach. In a moderately close formation, there's the potential of multiple arrows per hex, which means that mousing over lots of hexes could highlight multiple arrow strands. Mousing over the current position of the unit (and possible the future position) would make it much easier to avoid confusing accidental highlighting of too many arrow lines.

But that's probably not what you were asking. Semi-transparent arrows that solidify under certain conditions are good since it helps to distinguish the active from other arrows.

Incidentally, i think the arrows (at least when selected) should be animated to show the direction of movement. This should help differentiate the multiple arrows in the same hex. Though obviously this isn't of immediate importance.


2 Is it necessary to allow defining several moves for the same unit? Such as planning "move unit X, then move unit Y, then move unit X again"? (It's essential if we want to allow planning in advance the moves of 2 units that want to swap places.)

I wouldn't consider this "necessary" because at least in some situations, i think any UI that tried to show exactly what was going on would be an incomprehensible mess. I'd tag this "a nice idea subject to it being able to do done well."


4 Once you plan a move for some unit W, you can schedule another unit Z to take its place. This possibility is pretty essential for manoeuvering in tight situations (example, when two units do the three moves necessary to swap places). But this creates an overlap between W's src unit and Z's dst unit. How to deal with that visually, and what should be the mouseover behavior?


I would place them side by side in a hex, i.e. one moved to the right, the other moved to the left. Yeah, i realize this only really works for a limited number of moves per hex, but i can't think of a way to show more moves that is comprehensible.


-jwb / eleazar
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