[dteviot] Posted February 24, 2006 Share Posted February 24, 2006 I thought making a list of Dialogs/Windows/Screens would be useful, so that we can see what they are, their similarities and differences, and how they relate. I’ve used the term GUI to refer to these, until such time as we can figure out exactly what the difference between Dialogs/Windows and Screens is. So, here we go Start GUIThis is the GUI shown when the game starts up.It covers the whole display.Currently, it doesn’t use any 3D images.No “game time” is running while this GUI is showing. Load Game GUIGUI shown when loading game from a save file.Probably doesn’t need a 3D image, Probably doesn’t need to cover the whole display.Game time isn’t running while the GUI is shown.GUI can be invoked from where?Start GUIPlanetscape GUIBasescape GUIBattlescape GUI.Other? Save Game GUISimilar to Load Game GUI. Options GUIUsed by player to set their game options.Currently, has a number of “sub GUIs” (windows)Doesn’t cover whole displayProbably won’t need 3D image.Game time isn’t running when GUI is shown.GUI can be invoked from where? Transactions GUIAllows the buying and selling of items.Could be either full or partial screen. (I’d recommend full screen.)May or may not need a 3D image. (probably will want one)Game time isn’t running when GUI is shown. Equip Soldier GUIUsed to transfer items between soldiers, bases and a battlescape.Currently no sample. Could be either full or partial screen. (I’d recommend full screen.)May or may not need a 3D image.Game time isn’t running when GUI is shown. Equip Craft GUIUsed to equip craft with weapons and soldiers. Might also equip craft with items to arm soldiers when on a mission. Currently no sample. Could be either full or partial screen. (I’d recommend full screen.)May or may not need a 3D image. (Probably want a 3D image.)Game time isn’t running when GUI is shown. Statistics GUIShows player assorted statistics. (Income by region, Alien activity by region.) Do we have a list of the graphs to show?Currently is a partial screen. Would it be worth making full screen?Uses a 3D image.Game time isn’t running when GUI is shown. Projects GUIStarts/Modifies projects (Research & Manufacturing). Assign personnel to projects.Could be either full or partial screen. (I’d recommend full screen.)May or may not need a 3D image. (Probably doesn’t need 3D image.)Game time isn’t running when GUI is shown. Personnel GUIHiring and Firing of personnel.Could be either full or partial screen. (I’d recommend full screen.)May or may not need a 3D image.Game time isn’t running when GUI is shown. End of Month summary GUIA one page summary giving progress for the month.Probably a partial screen.Probably doesn’t need 3D.Game time isn’t running when GUI shown. XNet GUIDisplay of Xnet. (Ufopedia)Covers the whole display.Has a 3D image.Game time isn’t running when GUI is shown. Console GUINot sure how to classify this. It’s not really part of the Gaming experience. Planetscape GUIThe image of earth, which allows placing bases, launching missions etc.Covers the whole display.Has a 3D image. “Game time” can be running while this GUI is showing. Basescape GUILaying out facilities in bases.Covers the whole display.Has a 3D image. “Game time” can be running while this GUI is showing. (My opinion, this is not necessary.) Battlescape GUIThis is the bit where soldiers fight aliens.Covers the whole display.Has a 3D image. “Game time” is running while this GUI is showing. (Note, may be difference between Battlescape time and Planetscape time.) Battlescape minimap GUILike the battlescape, but shows a bigger area, at a lower resolution.Covers the whole display.Has a 3D image. “Game time” is running while this GUI is showing. (Note, may be difference between Battlescape time and Planetscape time.) Aeroscape GUIThe GUI where X-CORP craft fight alien craft.In X-COM is a window.In X-COM, 3D is not required. (Although it DID have a simple 2D image.) Not sure if game time runs while GUI showing. FarscapeBrilliant SF that, sadly, is no longer being made. :-( Other possible GUIs (I’m not sure of) Item transfer GUIFor transferring items between bases. (functionality might be part of Transactions GUI.) Personnel transfer GUIFor transferring peopel between bases. (functionality might be part of Transactions or Item Transfer GUI.) Now, would people expand on this.1. What GUIs have I forgotten.2. Expand on the functionality the GUIs need to provide.3. Provide a matrix showing where each GUI can be invoked. Link to comment Share on other sites More sharing options...
[dteviot] Posted February 25, 2006 Author Share Posted February 25, 2006 One item missed from list.Way to examine soldier stats, and assign solders to PSI training. Link to comment Share on other sites More sharing options...
reist Posted February 25, 2006 Share Posted February 25, 2006 One that we don't have yet (only outputs to console)Base Information GUIShows base data (facility amount, maintenance cost, capacities used/total, etc)Covers the whole display? (I'd recommend at least to cover the base rendering area)Probably doesn't need a 3D image.Game time isn’t running when GUI is shown. Link to comment Share on other sites More sharing options...
SupSuper Posted February 26, 2006 Share Posted February 26, 2006 Aeroscape GUIThe GUI where X-CORP craft fight alien craft.In X-COM is a window.In X-COM, 3D is not required. (Although it DID have a simple 2D image.) Not sure if game time runs while GUI showing.Game time only runs if the window is minimized. Intercept GUIShows a list of all available craft and allows selecting them and giving them targets.Probably doesn’t need to cover the whole display.Probably doesn't need a 3D image.Game time isn’t running when GUI is shown. UFO GUIDisplayed when a UFO is detected or when a UFO is clicked on the Planetscape, shows info on the UFO.Probably doesn’t need to cover the whole display.Probably doesn't need a 3D image.Game time isn’t running when GUI is shown. Craft GUIDisplayed when a craft is clicked on the Planetscape, shows info on the craft and allows change of orders.Probably doesn’t need to cover the whole display.Probably doesn't need a 3D image.Game time isn’t running when GUI is shown. Mission GUIShown when a mission (terror site, alien base, etc.) is clicked on the Planetscape, shows list of targets for that mission (and maybe some info on that mission?).Probably doesn’t need to cover the whole display.Probably doesn't need a 3D image.Game time isn’t running when GUI is shown. Link to comment Share on other sites More sharing options...
[dteviot] Posted March 21, 2006 Author Share Posted March 21, 2006 Mission Results GUIShown when player finishes a mission.Will show:1. Mission success/fail (possibly degree.)2. Aliens killed/captured.3. Soldiers killed/lost.4. Items salvaged.5. Items lost.6. Other mission specific data. e.g. civilians killed/saved on terror missions. Probably doesn’t need to cover the whole display.Probably doesn't need a 3D image.Game time isn’t running when GUI is shown. Link to comment Share on other sites More sharing options...
[dteviot] Posted March 26, 2006 Author Share Posted March 26, 2006 Mission GUIShown when a mission (terror site, alien base, etc.) is clicked on the Planetscape, shows list of targets for that mission (and maybe some info on that mission?).Probably doesn’t need to cover the whole display.Probably doesn't need a 3D image.Game time isn’t running when GUI is shown.Is this the same as the mission breifing GUI? The one you get just before starting the battlescape? If not, we've one more GUI to add to the list. Link to comment Share on other sites More sharing options...
kelargo Posted March 27, 2006 Share Posted March 27, 2006 Will the menu system have keyboard navigation, as well as mouse driven? In the original game, I always wished I could navigate via the keyboard.Some things require mouse input, but I'd love to see keyboard navigation, also. :-) Kelargo Link to comment Share on other sites More sharing options...
SupSuper Posted March 28, 2006 Share Posted March 28, 2006 Mission GUIShown when a mission (terror site, alien base, etc.) is clicked on the Planetscape, shows list of targets for that mission (and maybe some info on that mission?).Probably doesn’t need to cover the whole display.Probably doesn't need a 3D image.Game time isn’t running when GUI is shown.Is this the same as the mission breifing GUI? The one you get just before starting the battlescape? If not, we've one more GUI to add to the list.Nope, it's not, so that's another one for the list. I was referring to this one:/--------------\ |SOME MISSION-5| | | | Targeted by: | | SOME CRAFT-1 | | SOME CRAFT-2 | |--------------| | OK | |--------------| \--------------/ We also need one when a terror site pops up.Hmm, that's a whole lot of GUIs we've got so far, maybe we should look into merging some of them. Like a generic Alert GUI for all detected stuff (UFOs, missions, etc.) with a box in the middle with detailed info on what was detected and a button to take you there. Link to comment Share on other sites More sharing options...
SupSuper Posted April 9, 2006 Share Posted April 9, 2006 Ohhh, just remembered another one. Psi Training GUIShown when the month ends if at least one Psi-Training Facility in built, to view and manage psi training on each base.Probably doesn't cover the whole display.Probably doesn’t need 3D.Game time isn’t running when GUI shown. Link to comment Share on other sites More sharing options...
red knight Posted April 9, 2006 Share Posted April 9, 2006 Added to project planning.. GreetingsRed Knight Link to comment Share on other sites More sharing options...
Zombie Posted April 10, 2006 Share Posted April 10, 2006 (edited) Just a few more GUI's: PlanetscapeFunding GUINot sure if this is contained within Graphs. If no: Covers whole display. Probably no 3D image. Game time could be running, but as with any Planetscape GUI's I'd say no. (Unless there is a "pause" option for time).[*]Base Under Attack GUIThis happens when a UFO directly attacks your base with defensive capabilities. Whole display (maybe). Probably no 3D image.See game time above.BaseBuild New Base GUIAllows you to place a base on the planet. Whole display. 3D image. Game time could be running.BattlescapeTime not running during battlescape.Unit Inventory GUIBattlescape GUI for units to access inventory. Whole display. Probably no 3D image.[*]Abort GUIAllows the option to accept or deny abort condition. Only part of the display. No 3D image.[*]Unit Statistics GUIAllows you to view the stats of a unit during battle. Whole display.No 3D image.[*]Motion Scanner GUIFor display of unit movement via detector during mission. Part display. Probably no 3D image.[*]Medi-Kit GUIFor helaing/reviving/morale boost of units. Probably part display. Probably no 3D image.Not sure about winning/losing the game cutscene. In the original game you could skip each scene by clicking any key. Technically, this could be consedered a GUI. I really think this info should be ordered according to where it is found. An outline format would be best. This way, certain GUI's will not be forgotten and sub-GUI's can be defined under the parent. In addition, characteristics common to a group can just be listed under the parent. :wink1: - Zombie Edited April 10, 2006 by Zombie Link to comment Share on other sites More sharing options...
[dteviot] Posted April 11, 2006 Author Share Posted April 11, 2006 Just a few more GUI's: [*]Motion Scanner GUIFor display of unit movement via detector during mission. Part display. Probably no 3D image.- ZombieI'd suggest we don't do this. Instead we er do a homage to UFO:Aftershock, and put a "3D question mark" on the battlescape where the detected unit is. Link to comment Share on other sites More sharing options...
Zombie Posted April 11, 2006 Share Posted April 11, 2006 Forgot one: Psionic Probe GUI.Though, it technically uses the same GUI as the Unit Statistics GUI in the Battlescape. Thought I should mention it anyway. - Zombie Link to comment Share on other sites More sharing options...
guyver6 Posted April 11, 2006 Share Posted April 11, 2006 I agree with dtevoit, showing detected units on battlescape instead of GUI is more user friendly. Saves player the hassle of figuring out what is what on scanner GUI. Link to comment Share on other sites More sharing options...
[dteviot] Posted April 11, 2006 Author Share Posted April 11, 2006 Just a few more GUI's: [*]Medi-Kit GUIFor helaing/reviving/morale boost of units.[*] Probably part display.[*] Probably no 3D image. - ZombieI'm going to suggest that this GUI is also unnecessary. Just equip soldier with a medkit as you would a weapon, and use. Should see the effects displayed on the target's health bar. Link to comment Share on other sites More sharing options...
red knight Posted April 11, 2006 Share Posted April 11, 2006 Simple model without part specific critical wounds for a first approach as dteviot proposed. GreetingsRed Knight Link to comment Share on other sites More sharing options...
[dteviot] Posted July 27, 2006 Author Share Posted July 27, 2006 That reminds me, we will need another dialog. Cheat (er. testing) mode settings.e.g. Make all technologies available.Make all purchases free.etc. Link to comment Share on other sites More sharing options...
SupSuper Posted July 29, 2006 Share Posted July 29, 2006 What's wrong with using the console like any other game? Link to comment Share on other sites More sharing options...
[dteviot] Posted November 13, 2006 Author Share Posted November 13, 2006 My thought was I should build up a list of the “screens” (and yes, some of these are actually dialogs) in X-Com. Then we can discuss what sort of changes we will be making for Xenocide. I’ve barely started on this, so if others would like to help by chipping in for some of the other screens, that would be nice. But what I’ve got so far. Name: IntroFMV How you get there:Start the gamePurpose: Entertain UserWhat it shows: Prebuilt FMVAvailable user actions:Wait, will go to “SetLanguage” screen.Hit Escape, will go to “SetLanguage” screen.Name: SetLanguageHow you get there:IntroFMV screen endsPurpose: User can select language to use for interfaceWhat it shows: User’s optionsAvailable user actions:“English” button. Sets English text and goes to “Start” screen.“German” button. Sets German text and goes to “Start” screen.“French” button. Sets French text and goes to “Start” screen.Notes:Xenocide will not have this screen. So IntroFMV will go straight to that Start screen. Name: StartHow you get there:When IntoFmvScreen exitsSelecting “Abandon” on “Options” screenPurpose: Let user enter/leave gameWhat it shows: User’s choicesAvailable user actions:“New game” button. Goes to “SetDifficulty” Screen“Load saved game” button. Goes to SavedGamesScreen?“Quit” button. Exits gameName: SetDifficultyHow you get there:Selecting any “New game” option on the Start screenPurpose: Let user set game’s difficultyWhat it shows: User’s choicesAvailable user actions:“Beginner” button. Sets difficulty and goes to “CreateBase” screen“Experienced” button. Sets difficulty and goes to “CreateBase” screen “Veteran” button. Sets difficulty and goes to “CreateBase” screen “Genius” button. Sets difficulty and goes to “CreateBase” screen “SuperHuman” button. Sets difficulty and goes to “CreateBase” screenNotes:We will probably consolidate this into the Start screen, by providing a “difficulty” combo box or radio button on the Start screen. Or it might be a setting on the options dialog(s). Name: CreateBaseHow you get there:Selecting any option on the “SetDifficulty” screen.Pressing “Build New Base” button on the Base screenPurpose: Create a new base at a position on the globeWhat it shows: Globe, with existing bases.Available user actions:User can rotate and zoom the globe.User can right click on position on globe, and globe will rotate to put position in middle of screen.If launched from start screen. User can left click on a position on the globe. This will put a base there and ask user to give the base a name. Then goes to “Geoscape” screen.If launched from “Build New Base”. User can press “cancel”, and go to “Geoscape”. If user left clicks on geoscape, OK/Cancel dialog appears with country and cost of base. If user clicks “Cancel” goes back to set base location on geoscape. If user clicks “OK”, user has to name base. Then goes to “BuildFacility” screen and requires user to position the “access lift”. Once lift is positioned, goes to “Bases” screen for the new base.Name: GeoscapeHow you get there:Create Base, if starting game, or user clicked “cancel” button.“Geoscape” button, from “Bases” screen.“Load Game” dialog, if game was saved from geoscape.Exit from “Battlescape”Purpose: Observing UFO activityWhat it shows: GlobePosition of Human basesPosition of Human craftPosition of Observed UFOs. (Flying or Landed.) Note different icon to indicate state.Position of WaypointsPosition of Mission sites: Crashed UFOs, Terror sites, Alien BasesGame TimeGame SpeedAvailable user actions:User can rotate and zoom the globe.User can right click on position on globe, and globe will rotate to put position in middle of screen.User can left click on human base on the globe. Goes to the “LaunchInterception” screen.User can left click on a human craft on the globe. Goes to the “CraftMission” screen.User can left click on a UFO on the globe. Goes to the “UfoInfo” screenUser can left click on a Mission site on the globe. Goes to ??? screenUser can left click on a Waypoint on the globe. Goes to “Waypoint” screen Note, if there are two items close to where the user clicks, user will get a list box with the items, and user needs to click on one to resolve.“Intercept” button. Goes to the “LaunchInterception” screen.“Bases” button. Goes to “Bases” screen “Graphs” button. Goes to “Graphs” screen “Ufopedia” button. Goes to “UfopediaIndex” screen“Options” button. Goes to “Options” screen“Funding” button. Goes to “Funding” screenName: WaypointHow you get there:User clicks on a waypoint in GeoscapePurpose: Tell user which human craft is heading towards the waypointWhat it shows: The human craft heading towards the waypointAvailable user actions:“Cancel” button. Goes to “Geoscape” screen.Name: UfoInfoHow you get there:User clicks on a UFO in GeoscapePurpose: Tell user what is known about a UFOWhat it shows: Name of UFOSize of UFO (Does this show the type of UFO, if we have the hyperwave decoder?)Altitude (only really interested if flying or landed.)Heading of UFOMission? (If hyperwave decoder available.)Available user actions:“Cancel” button. Goes to “Geoscape” screen.Name: LaunchInterceptionHow you get there:User clicks on “Intercept” in geoscape screen.User clicks on a human base in geoscape screen.Purpose: Allow User to send a human craft on a missionWhat it shows: If entered from “intercept” button, shows all human craft.If entered from “clicking on human base” only shows craft “owned” by the base.Name of each human craftStatus of each human craft (Ready, Out, Rearming, Refuelling, other?)Home base of each craftHow many weapons each craft hasHow many soldiers each craft hasHow many HWPs each craft hasAvailable user actions:“Cancel” button. Goes to “Geoscape” screen.User may click on a craft that is in state “Ready”. Goes to “SelectDestination” screen.Name: SelectDestinationHow you get there:In “LaunchInterception” screen, user clicks on a human craft in “ready” state.In “CraftMission” screen, user clicks on “NewTarget” button.Other?Purpose: Allow User to pick a destination for a craftWhat it shows: This dialog is essentially identical to the “CreateBase” screen except that the text says “Select Destination” instead of “Select site for New Base” Available user actions:“Cancel” button. Goes to “Geoscape” screen.Left click on UFO, will be asked to confirm UFO as target. If confirm, craft heads towards target, and screen goes to Geoscape. If choose “cancel”, goes back to “Select Destination”Left click on Mission site, will be asked to confirm Mission site as target. If confirm, craft heads towards target, and screen goes to Geoscape. If choose “cancel”, goes back to “Select Destination”Left click on Geoscape, will be asked to confirm waypoint as target. If confirm, craft heads towards target, and screen goes to Geoscape. If choose “cancel”, goes back to “Select Destination”Name: CraftMissionHow you get there:User clicks on human craft in geoscape screen.Purpose: Allow User to change human craft’s mission/targetWhat it shows: Craft’s nameStatus (essentially, what craft’s target is.)Base that “owns” the craftCurrent speedMaximum speedAltitudeFuel remaining. (Currently is percent. Perhaps we should change to hours or km?)Weapons craft is armed withAmmo remaining for craft’s weapons.Available user actions:“Return to Base” button. Sets target and goes to “Geoscape” screen.“Change Target” button. Sets target and goes to “Geoscape” screen.“Patrol” button. Sets target and goes to “Geoscape” screen.“Cancel” button. Goes to “Geoscape” screen. Link to comment Share on other sites More sharing options...
red knight Posted November 13, 2006 Share Posted November 13, 2006 Put it in the design doc GreetingsRed Knight Link to comment Share on other sites More sharing options...
[Mad] Posted November 13, 2006 Share Posted November 13, 2006 Incorporated into design document. Could you please write a short overview/introduction to this one dteviot? Only a few sentences to give the reader a general idea. Thanks. Link to comment Share on other sites More sharing options...
[dteviot] Posted November 13, 2006 Author Share Posted November 13, 2006 Incorporated into design document. Could you please write a short overview/introduction to this one dteviot? Only a few sentences to give the reader a general idea. Thanks.OK, The main idea is we're trying to do a remake of X-COM.However, the new wrinkles are:1. We want to use modern, 3D graphics.2. We want it to be easily modifyable.3. We want to fix a number of the annoying faults it has. While we are all in agreement over these points, the exact details of what we're planning are not clear. In fact, they appear to differ from person to person. So, I'm trying to nail down the details. That is, specify the user interface, at least down to the level of: the screens, what the screens do and how the screens relate. Obviously this will be tied to the features - e.g How the game will play. So, as a first step, I'm trying to document the screens in X-COM (and to a lesser degree the features of X-COM).The next step will be to propose what we're going to change in the X-COM feature set, and the different screens. Link to comment Share on other sites More sharing options...
[Mad] Posted November 13, 2006 Share Posted November 13, 2006 Sorry, got me wrong. What I was trying to say, could you give an overview over the screens? Like an introductory sentence we can put over your comppilation in the screens section of the design document. Incorporated into design document. Could you please write a short overview/introduction to this one dteviot? Only a few sentences to give the reader a general idea. Thanks.OK, The main idea is we're trying to do a remake of X-COM.However, the new wrinkles are:1. We want to use modern, 3D graphics.2. We want it to be easily modifyable.3. We want to fix a number of the annoying faults it has. While we are all in agreement over these points, the exact details of what we're planning are not clear. In fact, they appear to differ from person to person. So, I'm trying to nail down the details. That is, specify the user interface, at least down to the level of: the screens, what the screens do and how the screens relate. Obviously this will be tied to the features - e.g How the game will play. So, as a first step, I'm trying to document the screens in X-COM (and to a lesser degree the features of X-COM).The next step will be to propose what we're going to change in the X-COM feature set, and the different screens. Link to comment Share on other sites More sharing options...
[dteviot] Posted November 14, 2006 Author Share Posted November 14, 2006 Sorry, got me wrong. What I was trying to say, could you give an overview over the screens? Like an introductory sentence we can put over your comppilation in the screens section of the design document.This is a list of the screens in X-COM, what they do, and how they are related.Eventually it will become a list of the screens that will be in Xenocide. I.e. it will describe the Xenocide UI. How's that? Link to comment Share on other sites More sharing options...
[Mad] Posted November 14, 2006 Share Posted November 14, 2006 Sorry, got me wrong. What I was trying to say, could you give an overview over the screens? Like an introductory sentence we can put over your comppilation in the screens section of the design document.This is a list of the screens in X-COM, what they do, and how they are related.Eventually it will become a list of the screens that will be in Xenocide. I.e. it will describe the Xenocide UI. How's that?Hm... better. Link to comment Share on other sites More sharing options...
red knight Posted November 14, 2006 Share Posted November 14, 2006 ROFL GreetingsRed Knight Link to comment Share on other sites More sharing options...
[dteviot] Posted November 15, 2006 Author Share Posted November 15, 2006 ROFL GreetingsRed KnightI don't see what's funy. Can you let me in on the joke? Link to comment Share on other sites More sharing options...
red knight Posted November 15, 2006 Share Posted November 15, 2006 Sorry for that dteviot, When you read everything from the start, between your comments and Mad's response; the "Mhh better" with the smily looks very funny. Will delete my post in a couple of hours... There wasnt for anything in particular. GreetingsRed Knight Link to comment Share on other sites More sharing options...
Guest Azrael Posted November 15, 2006 Share Posted November 15, 2006 He's been drinking again Link to comment Share on other sites More sharing options...
red knight Posted November 15, 2006 Share Posted November 15, 2006 Naaaahhhh... I was at work GreetingsRed Knight Link to comment Share on other sites More sharing options...
[dteviot] Posted November 19, 2006 Author Share Posted November 19, 2006 Name: GraphsHow you get there: “Graphs” button in geoscape screen.Purpose: Allows User to view historical data.Primary use(s)Determine where UFO activity is. (And so know which areas might need attention.)Other? What it shows (depends on graph selected): The end of month figures, for the previous 12 months (or less than 12 months, if haven’t been playing for 12 months of game time.)UFO activity by Region.UFO activity by CountryX-COM activity by RegionX-COM activity by CountryIncome/Expenditure/Maintenance/BalanceAvailable user actions:“Geoscape” button. Goes to “Geoscape” screen.Select graph to show.Depending on graph selected, the historical information to plot.Notes:The interface can be regarded as a set of radio buttons. The first radio button specifies the graph to show. The graph then controls the set of “Y” quantities to show on the graph.Regions are:North AmericaArcticAntarcticaSouth AmericaEuropeNorth AfricaSouthern AfricaCentral AsiaSouth East AsiaSiberaAustralasiaPacificNorth AtlanticSouth AtlanticIndian OceanCountries are:USARussiaUKFranceGermanyItalySpainChinaJapanIndiaBrazilAustraliaNigeriaSouth AfricaEgyptCanada Name: UfopediaHow you get there:“Ufopedia” button in geoscape “View Reports” button in “ResearchCompleted” screenPurpose: Inform user about items in game.What it shows: Indexes, or info on selected topicAvailable user actions:Select item to view.”OK” button, return to Geoscape, if launched from Geoscape”OK” button, goes to next screen in “ResearchCompleted” notification sequence, if launched from “ResearchCompleted” screen.Notes:I’m not going go into great detail in Ufopedia, however there’s one or two points to record. In X-COM, the Ufopedia is made up of a number of screens, A top level “subject index”, a “topics in subject” screen, and the individual topics. In Xenocide, we’re going to have a single screen, with a “tree like” topic list to allow user to select topic, the text of the topic, and an image. When launching from notification, Ufopedia goes straight to the research topic, without showing the indexes. (So X-Net should also go to that topic.) The topic list must only show the topics that are currently known to the user. The tree view should give a visual clue about which topics have been viewed by the player, and which haven’t. E.g. viewed topics appear in a grey font. Unviewed topics are in a white font. The text needs to show important gameplay information for topic. E.g. for facilities, it should show cost and build time, for weapons, damage.The “research completed” screen sequence goes like this.1. Show “ResearchCompleted” screen. Has options “OK”, and “View Reports”2. If choose “OK” goto step 43. If choose “View Reports” open “UfopediaTopic” screen. When “OK” selected, goto step 4.4. If a new research topic has become available show “We can now Research” screen. Options “OK”, “AllocateResearch”. If no new research available- what?5. If choose OK, goto step 76. If choose “AllocateResearch” open “AllocateResearch” screen. When “OK” selected, goto step 77. If we can now produce a new item, open “We can now Produce” screen. Options “OK”, “AllocateProduction”. If no new production available, return to geoscape.8. If choose OK, return to geoscape9. If choose “AllocateProduction” go to “Allocate Production” screen. When done, return to geoscape. Name: OptionsHow you get there:User clicks on “options” in geoscape screen.Purpose: Allow User to load/save/quit gameWhat it shows: User’s optionsAvailable user actions:“Load Game” button. Goes to “LoadGame” screen.“Save Game” button. Goes to “SaveGame” screen.“Abandon Game” button. Asks Yes or No. If select Yes, goes to “Start” screen. If No, goes to Geoscape screen.“Cancel” button. Goes to “Geoscape” screen.Name: FundingHow you get there:User clicks on “Funding” in geoscape screen.Purpose: I think it’s a quick look at where X-COM gets it’s money from, and which countries have a problem with alien activity.What it shows: The amount X-COM is receiving from each country expected this month, or from last month?The change in amount X-COM is receiving from each country What is the change is being calculated from? Is it expected change for this month, change in last month, total change since game started?)Available user actions:“OK” button. Goes to Goes to “Geoscape” screen. Link to comment Share on other sites More sharing options...
red knight Posted November 20, 2006 Share Posted November 20, 2006 Great work, except for a minor thing (Ufopaedia is named Logistics) the rest is ok. GreetingsRed Knight Link to comment Share on other sites More sharing options...
[Mad] Posted November 20, 2006 Share Posted November 20, 2006 (edited) Great work, except for a minor thing (Ufopaedia is named Logistics) the rest is ok. GreetingsRed KnightIn X-COM? Definetly not. Edited November 20, 2006 by Mad Link to comment Share on other sites More sharing options...
red knight Posted November 23, 2006 Share Posted November 23, 2006 But this is Xenocide GreetingsRed Knight Link to comment Share on other sites More sharing options...
[Mad] Posted November 23, 2006 Share Posted November 23, 2006 But this is Xenocide GreetingsRed KnightWell, for one the screens list is the UFO screenlist. Second, Why the he!! logistics for the ufopaedia? If any, XNet woule be adequate... Link to comment Share on other sites More sharing options...
Guest Azrael Posted November 23, 2006 Share Posted November 23, 2006 (edited) But this is Xenocide GreetingsRed KnightWell, for one the screens list is the UFO screenlist. Second, Why the he!! logistics for the ufopaedia? If any, XNet woule be adequate... Logistics is, IMHO, not the appropiate term.As Mad I suggest UFOPAEDIA ---> X-NETAnd, since we're at it...EXISTING BASES ---> LOGISTICS, this makes far more sense and sounds more... 'professional' than existing bases. Edited November 23, 2006 by Azrael Link to comment Share on other sites More sharing options...
[dteviot] Posted November 23, 2006 Author Share Posted November 23, 2006 But this is Xenocide GreetingsRed KnightWell, for one the screens list is the UFO screenlist. Second, Why the he!! logistics for the ufopaedia? If any, XNet woule be adequate... Logistics is, IMHO, not the appropiate term.As Mad I suggest UFOPAEDIA ---> X-NETAnd, since we're at it...EXISTING BASES ---> LOGISTICS, this makes far more sense and sounds more... 'professional' than existing bases.http://en.wikipedia.org/wiki/LogisticsUm. I think "logistics" probably better fits the "buy, sell transfer" buttons on the base. So if I can compress all three of those into single dialog, logistics is good label. Link to comment Share on other sites More sharing options...
Guest Azrael Posted November 24, 2006 Share Posted November 24, 2006 But this is Xenocide GreetingsRed KnightWell, for one the screens list is the UFO screenlist. Second, Why the he!! logistics for the ufopaedia? If any, XNet woule be adequate... Logistics is, IMHO, not the appropiate term.As Mad I suggest UFOPAEDIA ---> X-NETAnd, since we're at it...EXISTING BASES ---> LOGISTICS, this makes far more sense and sounds more... 'professional' than existing bases.http://en.wikipedia.org/wiki/LogisticsUm. I think "logistics" probably better fits the "buy, sell transfer" buttons on the base. So if I can compress all three of those into single dialog, logistics is good label.My idea was that manufacturing, transfers, building and research were in Logistics. Link to comment Share on other sites More sharing options...
red knight Posted November 24, 2006 Share Posted November 24, 2006 I dont know what I was thinking... ufopaedia -> XNet --- graphs -> logistics GreetingsRed Knight Link to comment Share on other sites More sharing options...
[dteviot] Posted November 28, 2006 Author Share Posted November 28, 2006 (edited) Name:BasesHow you get there:User clicks on “bases” button in Geoscape.Returning from many of the available user actions. (see below)Purpose: Allows user to manage each base.What it shows: The facilities in the current base.Which facilities are under construction, and how long until they are completed.Space available for further facilities.Which craft are in their hangers or out on a mission. (I’m not sure if this is useful.)Name of currently selected baseRegion the currently selected base is inTotal available fundsHow many other bases there are.Free space available in each of the other bases.Used space in each of the other basesSpace “under construction” in the other bases.Available user actions:Show the statistics for a different base. By clicking on the icon for the desired base.“Build New Base” button. Sets target and goes to “CreateBase” screen. Doesn’t return to this Bases screen. It either goes to Geoscape (if action is cancelled) or goes to “Bases” screen for the new base.“Base Information” button. Goes to “Base Information” screen. Note that if the user selects a different base while in the “base information” screen, when the user returns the “Bases” screen will be updated to show the selected base.“Soldiers” button. Goes to “Soldiers” screen. (Will return to bases screen.)“Equip Craft” button. Goes to “Interception Craft” screen. (Will return to bases screen.)“Build Facilities” button. Goes to “Installation” screen. (Will return to bases screen.)“Research” button. Goes to “Research” screen. (Will return to bases screen.)“Manufacture” button. Goes to “Manufacture” screen. (Will return to bases screen.)“Transfer” button. Goes to “Transfer” screen. (Will return to bases screen.)“Purchase/Recruit” button. Goes to “Purchase” screen. (Will return to bases screen.)“Sell/Sack” button. Goes to “Sell” screen. (Will return to bases screen.)“Geoscape” button. Goes to “Geoscape” screen. Dismantle a facility in the base. (Click on the facility, and then click on “yes” in the confirm delete dialog.)Notes:I’m assuming the “base icons” buttons change the information that’s being shown on the screen, rather than take the player to a new screen.Name: Base InformationHow you get there:User clicks on “Base Information” in “Bases” screen.Return from “Transfers in Progress” screen.Return from “Stores” screen.Return from “Monthly Costs” screen.Purpose:Graphical summary of base’s total and used capacities, allows user to see what extra capacity may be needed or is unused.What it shows: Name of the currently selected base.Icons for all bases, same as ones shown on “Bases” screen. (Probably just a side effect of desire to provide a way to “jump” between the “base information” screens for different bases.)Total number of soldiers in baseNumber of “idle” soldiers (wounded, or not assigned to a craft and not Psi training) in baseTotal number of engineers in baseNumber of idle engineers in baseTotal number of scientists in baseNumber of idle scientists in baseTotal number of people the base can hold in baseNumber of people in the base. Includes people being transferred TO the base, does not include people being transferred FROM the base.Base’s total storage capacityBase’s storage capacity that is in use, includes space that will be used by items currently in transit. (Either purchased or transferred.)Base’s total laboratory capacityBase’s laboratory capacity that is in useBase’s total workshop capacityBase’s workshop capacity that is in useNumber of hangers in baseNumber of base’s hangers that are in use.Base’s defence strength. (It just adds up values for each defence installation. The Grav Shield does not modify this number - it just allows the facilities to fire a second time.Number of Short Range DetectionNumber of Long Range Detection . Includes transmission decoderAvailable user actions:Change the base we show the information for. By clicking on the icon for the desired base.“OK” button. Goes to “Bases” screen for the selected base“Transfers” button. Goes to “Transfers in Progress” screen.“Stores” button. Goes to “Stores” screen.“Monthly Costs” button. Goes to “Monthly Costs” screen.Notes:Capacities do not include facilities under construction.When the store rooms are overfilled, the stores are only shown as completely full. There’s no indication of how “overfull” they are.As detection facilities don’t stack, there’s no point in having more than one of each kind. So showing a count of facilities is pointless.Information that appears to be missing from the display is:Total “alien containment” space.Available “alien containment” space.Gravity Shield (not sure about this, it might be included in “Defence Strength”)Mind ShieldName: Transfers in ProgressHow you get there:“Transfers” button in “Base Information” screen.Purpose:Let player know when his purchases/transfers are going to arrive.What it shows: For the selected baseEach type of item in transit.Number of items of that type.How long before the items will arrive.Available user actions:“OK” button. Returns to “Base information” screenName: StoresHow you get there:“Stores” button in “Base Information” screen.Purpose:Let player know what items are held in the base’s stores, and how much space the items are taken.What it shows: For the selected baseEach type of item in the base.Number of items of that type.Total space used by the items of that type.Available user actions:“OK” button. Returns to “Base information” screenNotes:The only thing this screen shows that isn’t on the “sales” screen is storage space used by the items. So, if we add that information to sales, we could eliminate the “stores” screen. Name: Monthly CostsHow you get there:“Monthly Costs” button in “Base Information” screen.Purpose:Let player know how much the base is costing per month.What it shows: For the selected baseFor each craft type stationed at the base: [*]Total monthly rental for all craft.[*] For each type of personnel (soldier, engineer, scientist) stationed at the base:Personnel type.Number of people of that type stationed at the baseMonthly salary for an individual of that typeTotal of monthly salaries of all people of that type[*]Total monthly salary for all people in the base.[*]Total maintenance cost of all facilities in the base. Doesn’t include facilities under construction.[*]Total monthly income. The amount you get from contributing nations, doesn’t include extra income from manufacture or selling salvage from missions.)Available user actions:“OK” button. Returns to “Base information” screenName: SoldiersHow you get there:“Soldiers” button in “Bases” screen. “OK” button in “Soldier Info” screen.Purpose:Index to “soldier info” screens. Also give player an overview of what soldiers are doing.What it shows: For each soldier stationed at the selected base (N.B. does not include soldiers in transit – purchase or transfer)Name of solder.Rank of soldier.What soldier is doing, which is one of:Available user actions:“OK” button. Returns to “Base information” screen“Click on soldier”. Goes to “Soldier Info” screen for that soldierName: Soldier InfoHow you get there:“Clicking on a soldier” in “Soldiers” screen.Selecting an armour in the “Select Armour” screen.Purpose:Allow player to view stats for a soldier. Also set armour soldier is wearing.What it shows: For selected soldier:Name.Rank.Armour being wornCraft assigned to. check or psi training.Number of missionsNumber of killsIf wounded, time to healStarting and current level of all skills:Available user actions:“OK” button. Returns to “Soldiers” screen“>” buttons. Display stats for a different soldier“Armour” button. Goes to “Select Armour” screen.Notes:Psi skills don’t show initially. They show after one month of psionic training. Specifically, anytime when psi skill > 0We’re probably going to completely re-do this screen, as we want to be able to equip soldiers while in base. (Rather than just before starting each mission.)Name: Select Armour For SoldierHow you get there:“Clicking on “Armour” button in “Soldier Info” screen.“Clicking on a soldier on “Select Armour” screen. (From “Equip Craft”)Purpose:Allow player to set armour soldier is wearing.What it shows: Name of soldierType and quantity of armours that are available in base’s storeAvailable user actions: Set armour soldier is to wear, by clicking on one of the options. Note that “None” is an option, and that once the armour is set, user is automatically returned to either the “Soldier Info” or “Select Armour” screenNotes:We’re probably going to completely re-do this dialog, as we want to be able to equip soldiers while in base. (Rather than just before starting each mission.) so setting armour will probably be a case of “drag and drop” from the base’s inventory to the soldier’s “armour” slot.Name: Interception CraftHow you get there:Clicking on “Equip Craft” button in “Bases” screen.Clicking on “OK” in “Craft” screenPurpose: Let user choose the craft that will be shown on the “craft” screenWhat it shows: List of craft assigned to the base. For each craftName of craft (which includes craft’s typeStatus: Out, Ready, rearming, refuelling, RepairsMaximum number of weapons that can be mounted on the craft.Number of weapons that are mounted on the craft.Number of soldiers assigned to the craftNumber of hwp assigned to the craftAvailable user actions: Click on craft in list to go to “Craft” screen for the craft “OK” button. Goes to “Bases” screen.Notes:We’re probably going to completely re-do this dialog, as we want to be able to equip soldiers while in base. (Rather than just before starting each mission.) so setting armour will probably be a case of “drag and drop” from the base’s inventory to the soldier’s “armour” slot.Name: CraftHow you get there:Clicking on craft in “Interception Craft” screen.Clicking on “OK” in “Craft” screenReturning from most of the available user actionsPurpose: Let user choose the craft that will be shown on the “craft” screenWhat it shows: Craft’s nameHow damaged craft is (as %)How much fuel craft has (as %)Number of weapon “slots” craft has. Weapon in each slot.Ammo carried for weapon.Maximum quantity of ammo that can be carried. Note, for plasma, which doesn’t need ammo, gives an ammo “load” of 100 and a max of 0.Number of soldiers carried on the craft.Number of items of equipment carried on the craft. (Sort of – is an approximate graphical representation)Available user actions: “OK” button. Goes to “Interception Craft” screen. Weapon pod “1” button. Goes to “Select Armament” dialog. Weapon pod “2” button. Goes to “Select Armament” dialog. “Crew” button. Goes to “Select Squad” screen. “Equipment” button. Goes to “Craft Equipment” screen. “Armour” button. Goes to “Select Armour” screen.Note, Available actions depend on the type of craft.E.g. if craft can’t carry crew, then “Crew”, “Equipment”, “Armour” and “HWP” buttons are not present.If craft can’t carry weapons, then Weapon pod buttons are not present. (And if it only has one pod, Weapon pod 2 button isn’t present.)Notes: Xenocide will not need or have the “Equipment” and “Armour” buttons. Because soldiers will carry their own equipment. HWPs are a bit odd. They are loaded into a craft as equipment, but count against the craft’s crew limit. In Xenocide, HWPs will be treated as crew for craft loading purposes.Name: Select ArmamentHow you get there:Clicking on a weapon pod button in “Craft” screen.Purpose: Let user choose the weapons a craft will carry.What it shows: Craft weapons (armaments) in the base’s store. For each type of available weaponArmament’s nameThe quantity in the base’s storeThe quantity of ammo in the base’s store.Note, it doesn’t appear to include the weapon the craft is currently armed with.Available user actions: Click on a weapon to equip. This also returns to the craft screen. “Cancel” button. Returns to “Craft” screen.Notes: It’s not possible to equip a weapon pod with “no weapon”. (Generally wanted when we’re scrapping an interceptor, and we want to salvage the plasma beams it’s been armed with.) This is a bug that Xenocide will need to correct. Xenocide probably won’t have this screen, instead it will be a “drag and drop” ability in the “Craft” screen.Name: Select SquadHow you get there:Clicking on a weapon pod button in “Craft” screen.Purpose: Let user choose the soldiers a craft will carry.What it shows: Number of soldiers (including HWP’s) craft is currently carryingNumber of additional soldiers craft could carryThe soldiers stationed at the base, and which ones are currently assigned to the craft.Available user actions: Assign a soldier to current craft. (Click on soldier who isn’t assigned to craft) Remove soldier from assignment to this craft (Again, click on a soldier who is assigned to this craft “OK” button. Returns to “Craft” screen.Notes: Xenocide may not have this screen, instead it will be a “drag and drop” ability in the “Craft” screen.Xenocide needs to be able to set the order of the soldiers in the craft, so that they can leave the craft in the right order. (X-Com doesn’t provide this.) Name: Craft Equipment How you get there:Clicking on “Equipment” in “Craft” screen.Purpose: Load craft with equipment for soldiers to useNotes: As Xenocide will not have this screen, I’m not going to say anything more about it. Name: Select ArmourHow you get there:Clicking on “Armour” in “Craft” screen.Purpose: Equip troops with armourNotes: As Xenocide will not have this screen, I’m not going to say anything more about it. Name: Installation How you get there:Clicking on “Build Facilities” in “Bases” screen.Purpose: Let user add a facility to a base.What it shows: List of facilities that user can build.Available user actions: Pick a type of facility to build (click on item in list) Goes to “Facility” screen “OK” button. Cancels the “build facilities” action and returns to “bases” screen.Name: Facility How you get there:Clicking on a facility in “Installation” screen.Purpose: Let user add a facility to a base.What it shows: Name of facility selected in “Installation” screen.Cost of facilityConstruction time for facilityMonthly maintenance for facilityAvailable user actions: Construct specified facility. (Click on position on base where facility is to be built.) After clicking, we go to “Installation” screen. “Cancel” button. Goes to Installation screen, .without placing a base facility.Notes: Xenocide may not have this screen, instead it will be a “drag and drop” ability in the “Craft” screen.Xenocide needs to be able to set the order of the soldiers in the craft, so that they can leave the craft in the right order. (X-Com doesn’t provide this.)Name: Current Research How you get there:Clicking on “Research” in “Bases” screen.Clicking on “OK” in “Research Project” screen.Clicking on “Allocate Research” in “We can now Research” screen.Purpose: Let user see projects currently being researched.What it shows: Number of idle scientists available for research at this base.Number of scientists engaged in research at this baseLaboratory Space “idle” at this baseList of projects being researched at this base. For each project:Available user actions: Start a new project. Click on “New Project” button. Goes to “New Research Projects” screen. Change the number of scientists allocated to a project. Click on the project in the list. Goes to “Research Project” screen. “OK” button. If launched from bases screen, goes to “Bases” screen. Otherwise continues “research completed” sequence.Notes: In X-COM, research is organized “per base”. In Xenocide, research is a “global” behaviour. So it should probably be entered off the geoscape, and give number of busy/idle scientists & projects across ALL bases. (Not quite sure how we would allow for case where a base has more idle scientists than it has idel lab space for.)Name: New Research Projects How you get there:Clicking on “New Project” in “Current Research” screen.Clicking on “OK” in “Research Project” screen. (If we entered “Research Project” from “New research projects”Purpose: Lets user start research projects.What it shows: List of Research projects that can be started at this base.Available user actions: Start a new project. Click on project in list. Goes to “New Research Projects” screen. (Note that if you click on a project, there’s a “confirm start” dialog. “OK” button. Goes to “Current Research” screen.Notes: In X-COM, research is organized “per base”. In Xenocide, research is a “global” behaviour. So it should show all projects that could be started. In Xenocide, we could probably eliminate this dialog entirely, when a project becomes available for research just put it into the “Current Research” list, with no scientists allocated.Name: Research ProjectHow you get there:Clicking on a project in “New Research Project” screen.Clicking on a project in “Current Research” screen.Purpose: Set the number of scientists allocated to a research project.What it shows: Name of project. Number of scientists allocated to project Number of idle scientists Laboratory space available (idle)Available user actions: Increase number of scientists allocated to project (if there are scientists and lab space available.) Decrease number of scientists allocated to project “OK” button. If launched from “Current Research” screen, goes to “Current Research” screen. If launched from “New Research Project” goes to “New Research Project” screenNotes:Xenocide won’t need this dialog, if we put the ability to set/change the number of scientists assigned to a project directly into the “Current Research” screen.Name: Current Production How you get there:Clicking on “Manufacture” in “Bases” screen.Clicking on “OK” in “Production Project” screen.Clicking on “Allocate Production” in “We can now Produce” screen.Purpose: Let user see what items are currently being built.What it shows: Number of idle engineers available for production at this base.Number of engineers engaged in production at this baseWorkshop Space “idle” at this baseHow much money player has availableList of production projects under way at this base. For each project:Available user actions: Start a new project. Click on “New Production” button. Goes to “New Production” screen. Change the number of engineers or number of items to produce for project. Click on the project in the list. Goes to “Production Project” screen. “OK” button. If launched from bases screen, goes to “Bases” screen. Otherwise continues “research completed” sequence.Name: Produce ItemsHow you get there:Clicking on “New Production” in “Current Production” screen.Clicking on “OK” in “Production Project” screen. (if we entered “Production Project” via “Produce Items”Purpose: Lets user start research projects.What it shows: List of Production projects that can be started at this base.Available user actions: Start a new project. Click on project in list. Goes to “Production Costs” screen. “OK” button. Goes to “Current Production” screen.Name: Production Costs How you get there:Starting a Production project by clicking on a project in “Produce Items” screen.Purpose: Lets user see the full costs of a production project.What it shows: Name of item. Number of engineer hours required to build one item $ Cost to build one item Workspace required for project (in addition to space required by engineers.) Additional materials required to build the item. For each additional material Available user actions: Start a new project. Click on “Start Project” Goes to “Production Project” screen. Don’t start the project “Cancel” button. Goes to “Produce Items” screen.Notes:If we can get the “Produce Items” screen can be made to show the production costs, Xenocide won’t need this dialog.Name: Production ProjectHow you get there:Clicking on a project in “New Production” screen.Clicking on a project in “Current Production” screen.Purpose: Set the number of engineers allocated to a production project (and the number of items to make).What it shows: Name of project. Number of engineers allocated to project Number of idle engineers Workshop space available (idle) Number of units to produceAvailable user actions: Increase number of engineers allocated to project (if there are engineers and workshop space available.) Decrease number of engineers allocated to project Increase number of units to produce Decrease number of units to produce “Stop Production” button. Cancel the project. “OK” button. If launched from “Current Research” screen, goes to “Current Research” screen. If launched from “New Research Project”goes to “New Research Project”screenNotes:Xenocide won’t need this dialog, if we put the ability to set/change the number of engineers assigned to a project (and number of units to produce) directly into the “Current Research” screen.Name: Select Destination Base How you get there:Clicking on “Transfer” in “Bases” screen.Purpose: Specify destination base for transferWhat it shows: Current funds Names (and area) of other bases.Available user actions: Select one of the bases (as destination base) by clicking on base in the list. Goes to “Transfer” screen. “Cancel” setting up a transfer. Goes to “Bases” screen.Notes:Xenocide won’t need this dialog, if we put the ability to set/change the number of engineers assigned to a project (and number of units to produce) directly into the “Current Research” screen.Name: Transfer How you get there:Clicking on a base in “Select Destination Bases” screen.Purpose: Specify items to transferWhat it shows: List of items at the selected base. For each type. Name Number of items at current base. Number of items at destination base. Number of items to move.Note that it only shows soldiers and craft are unique items. (So each soldier and craft appears as a separate item in the list.)Also, only soldiers that are idle are available for transfer. Available user actions: Increase/Decrease the number of items of a given type to transfer (by clicking on the “up” or “down” button for a given type. Commit the transfer, by clicking on the “Transfer” button. Items will be removed from current base and start moving to destination base. Will be shown a message box with the cost of the transfer. The cost depends on the item and the quantity. It also depends on base distance. Go to “bases” screen. “Cancel” setting up a transfer. Goes to “Bases” screen.Name: Purchase How you get there:Clicking on “Purchase/Recruit” in “Bases” screen.Purpose: Specify items to buyWhat it shows: Current FundsTotal cost of items player wishes to purchaseList of items available for purchase. For each type. Available user actions: Increase/Decrease the number of items of a given type to purchase (by clicking on the “up” or “down” button for a given type. Commit the purchase, by clicking on the “OK” button. Items will start moving to destination base. Goes to “Bases” screen. “Cancel” setting up the purchase. Goes to “Bases” screen.Notes: In Xenocide this dialog will also show the quantity of the item already present at the base, the space required by the purchase, and the amount of free space at the base.Name: Sell How you get there:Clicking on “Sell/Sack” in “Bases” screen.Purpose: Specify items in base to dispose ofWhat it shows: Current FundsTotal revenue from selling the selected itemsList of items available for sale. For each type.Available user actions: Increase/Decrease the number of items of a given type to sell (by clicking on the “up” or “down” button for a given type. Commit the sale, by clicking on the “Sell/Sack” button. Items will be sold immediately. Goes to “Bases” screen. “Cancel” setting up the sale. Goes to “Bases” screen.Notes: In Xenocide this dialog will also show the space that will be freed by the sale, and the amount of free space at the base. Name Revenue from selling one unit unit. Quantity to in the base Quantity to sell Name Cost per unit. Quanity to purchase. The name of the material The quantity required (per item) The quantity available in the base’s stores.Name of projectNumber of engineers assigned to projectNumber of units the project is to produceNumber of units the project has produced so farTime to finish the projectHow much it costs, in $, to produce each unit.Name of projectNumber of scientists assigned to projectProgress.Time unitsStaminaHealthBraveryReactionsFiring AccuracyThrowing AccuracyStrengthPsi strengthPsi skillCraft soldier is assigned toWoundedPsi trainingNoneThe craft type.Number of craft stationed at the base.Monthly rental per craft.Total monthly rental for all craft of that type Most items (guns, ammo, etc) are 24 hours from time of purchase Craft 24 hours from time of purchase Personnel are 72 hours from time of purchase Transfer time depends on base distance. However, the time it takes is variable: min is 6 hours while the max is 16 Salvage from missions arrives instantaneously. Edited November 29, 2006 by dteviot Link to comment Share on other sites More sharing options...
Zombie Posted November 28, 2006 Share Posted November 28, 2006 Here are some answers for your list, dteviot:Base’s defence strength. how is this calculated? Assume it just adds up values for each defence installation. Does it have a 2 x multiplier for gravity shield?Yup, it just adds the defense strength ratings together. The Grav Shield does not modify this number - it just allows the facilities to fire a second time. Number of Long Range Detection check includes transmission decoderYes, the Hyperwave Decoder just adds one to the number of long range detection facilities. Transfers are 12 hours from time of purchase does it differ depending on distance between bases?Yes and no. Transfers do depend on base distance. However, the time it takes is variable: min is 6 hours while the max is 16.Total maintenance cost of all facilities in the base. check doesn’t include facilities under construction.You got it. Facilities which are being built do not count in base maintenance fees. Total monthly income. check the amount you get from contributing nations, doesn’t include extra income from manufacture or selling salvage from missions.)Yes, monthly income does not include selling stuff. It is just the money from contributing nations. The actual amounts differ between countries. Check this post for the specifics. Craft assigned to. check or psi training.*Nods* It will mention if a soldier is in psi training. Psi something Psi something elsePsionic Strength and Psionic Skill respectively. Psi skills don’t show initially. when do they show?After one month of psionic training. Specifically, anytime when psi skill > 0. Status: Out, Ready, rearming, refuelling, what else?Repairs. Commit the transfer, by clicking on the “Transfer” button. Items will be removed from current base and start moving to destination base. Will be shown a message box with the cost of the transfer how is cost of transfer calculated? Go to “bases” screen.The cost depends on the item and the quantity. It also depends on base distance. More research needs to be done for the exact costs involved.I think I covered it all. Anything else, just ask. - Zombie Link to comment Share on other sites More sharing options...
[dteviot] Posted November 29, 2006 Author Share Posted November 29, 2006 Zombie, Thanks for the answers to some of the todos. I've updated my post accordingly.Now, the big question is, what do people think of my suggested changes? Link to comment Share on other sites More sharing options...
Zombie Posted November 29, 2006 Share Posted November 29, 2006 (edited) They are fine with me. Most of the changes are just drag and drop so that's a good change. As for the other ones, I'm comfortable with the changes as the original game had some problems with certain screens. - Zombie Edited November 29, 2006 by Zombie Link to comment Share on other sites More sharing options...
red knight Posted November 30, 2006 Share Posted November 30, 2006 They are ok, they should be updated in the design document. GreetingsRed Knight Link to comment Share on other sites More sharing options...
[dteviot] Posted December 11, 2006 Author Share Posted December 11, 2006 Name: Aeroscape How you get there:Human craft gets in range of a UFO.Expanding a minimised aeroscape dialog on the geoscapePurpose: Control a human craft’s combat with a UFO.What it shows: Range between human craft and UFOHuman craft’s weapon(s)Ammo remaining for each weapon in human craft.Range of weapon(s).Damage to Human Craft.Available user actions: Minimize dialog. Choose attack type: Standoff, Standard, Cautious, Aggressive. View image of UFO, with scale. Not sure what this is for. “Disengage” (cancel attack)Notes: This is the only dialog that can be minimized. I believe this is to allow multiple human craft to attack a UFO simultaneously. If we introduce the concept of “wingmen” to human craft, and the mission type “follow UFO” (so we can trace supply ships to enemy bases) we will not need to minimize this dialog. However, we will want to be able to show multiple craft on the screen. The dialog exits when the UFO leaves the range of the Human craftUFO outruns human craftUFO is shot downHuman craft is shot downHuman craft disengages. check Human craft runs out of fuel? UFO completes mission. (Assuming mode is standoff/minimized)Name: Save/Load GameHow you get there:“Load”/“Save” buttons on Geoscape’s “options” screen.“Save Game” button on Battlescape’s “options” screen.Expanding a minimised aeroscape dialog on the geoscapePurpose: Allow player to save/restore a gameWhat it shows: List of saved games. For each game Name the player has given the game The Geoscape’s game time at time of save.Available user actions: Save game. Click on slot, give it name, Restore game “Cancel”Notes:This is pretty much a bog standard Load/Save game screen. However, I would make the following changes. The list of save files should also include if the save is in the geoscape or battlescape. If a battlescape mission, should include mission number and turn (or time if real time battlescape.) There should be no limit on the number of save games. (X-Com has limit of 10)Name: Psionic TrainingHow you get there: At end of month, if you have a Psi LabPurpose: Allow player to assign soldiers to Psionic TrainingWhat it shows: For Each soldier NamePsi StrengthPsi StrengthPsi SkillImprovement in Psi Skill from this month’s trainingIf undergoing Psi training or notAvailable user actions:The number of spaces free in the base’s psi labs. Assign a soldier to psi training. (If there is space available in Psi Lab) Remove soldier from psi training Exit, continues with end of month messages.Notes:This is actually 2 screens, one that lets you pick the base (with a psi lab) to examine, and a second screen that shows you the soldiers in the lab. I’d consolidate it to a single screen, showing the solders, with a list box or similar to allow the player to choose which base they’re looking at. Thoughts on research.If research is going to be global, then we could probably simplify the model and the UI.Assume all research is pooled. ThenX-Corp researches one project at a time.All available researchers will be assigned to the project.The UI for research is a list of the possible research topics, in order to be researched.When current project is finished, next project in list is automatically started.When a new project becomes available, it is automatically assigned to the end of the list of available projects.A project will become available, regardless of where the necessary “prerequisites are stored”.Thus we can eliminate the “New Research Projects” and “Research Projects” screens, and just have the “Current Research” screen. Which Player can use to change the prioritization of the projects. (Order of list.) It might also show the number of scientists and lab space in each base. (So that player can see if there are idle scientists/labs.)Thoughts on screensI’m wondering if we could come up with a consistent “look and feel” for the screens. By that, I mean, could we lay them out in a consistent fashion, with a vertical menu on the right of the screen?E.g. the Save/Load dialog would be a grid control filling the left pane of the screen, with a menu bar on the right with “Save”, “Delete File”, “Cancel” buttons.Same sort of thing with the “buy/sell” screens. Link to comment Share on other sites More sharing options...
Pi Masta Posted December 11, 2006 Share Posted December 11, 2006 I believe the aeroscape paused the game, thus you didn't have to worry about running out of or low on fuel while attacking. While minized though I'm sure it still checked for the fuel, which we will probably do as well, since we will just have an order of 'follow UFO' which will be in the Geoscape, which will monitor the fuel levels. Research idea does sound simplified and better. We should make sure it's easy to move projects around, like being able to select one to go immediately to the top or bottom. Though, there is one possible problem I can forsee. If say the pre-requesite item for the current research is only available at a certain base, and that base gets destroyed, what happens? My thoughts are to check the requirements everytime we progress the research (every 'tick' to research). If what we are trying to research doesn't have the item available we put it at the bottom and go on to the next. (If there's nothing that can be researched, it will just keep rotating the list) Another thing to consider on the research though: sometimes there are random 'bonuses' that allow you to get research done very fast, are we going to do anything like this? Link to comment Share on other sites More sharing options...
Zombie Posted December 11, 2006 Share Posted December 11, 2006 (edited) About the items, while a craft interception screen is minimized, the Geoscape functions normally (checking for fuel etc). I'd like to point out that if you follow a UFO around while it is about to leave in minimized form, the UFO disappears off radar and the game puts up a message such as "UFO-x Tracking Lost". This happens even if your craft is fast enough to follow the UFO at it's max velocity. This was how the game "got rid" of a UFO once the mission was complete. About research bonuses, in the original game there were not any (technically speaking of course). Projects had an "average" completion period which depended on the number of scientists allocated. Min time was a function of this divided by 2, while the max was a function of this multiplied by 3 and divided by 2. (Min=Ave/2, Max=Ave*3/2). This only pertains to the scenario where the initial progress of the project was listed as "unknown". Obviously, sometimes you get other initial progress ratings (poor-excellent). I believe this is scientist dependant also, as the more you add to the initial project, the greater the chances it will get a higher rating and finish sooner. (This function has not been determined yet). Finally, there are times where you can add a ton of scientists to a project with low research time and get it to finish immediately (the progress still says excellent though). This usually happens only when a project finishes, or at the end of a month. :wink1: - Zombie Edited December 11, 2006 by Zombie Link to comment Share on other sites More sharing options...
[dteviot] Posted December 11, 2006 Author Share Posted December 11, 2006 About the items, while a craft interception screen is minimized, the Geoscape functions normally (checking for fuel etc). I'd like to point out that if you follow a UFO around while it is about to leave in minimized form, the UFO disappears off radar and the game puts up a message such as "UFO-x Tracking Lost". This happens even if your craft is fast enough to follow the UFO at it's max velocity. This was how the game "got rid" of a UFO once the mission was complete.To be honest, most of my items I've listed are probably very minor implementation details that we just need to make sure we think about when we implement the screens. And in fact, if we implement the aeroscape the way I think we should, the aeroscape todos are completely irrelevant. Link to comment Share on other sites More sharing options...
[dteviot] Posted December 24, 2006 Author Share Posted December 24, 2006 OK, I think that's the last of the screens, except for the Battlescape ones, which will be left till later.I'm now going to go and update the "Project Xenocide Design document.doc" in CTD assets. Name: EndOfMissionBriefingHow you get there: Complete a Battlescape MissionPurpose: Tells user how well (badly) they did on the battlescape.What it shows: Events that earned (cost) the player points, how many times the event occurred, and total points from the eventsAliens killedAlien corpses recoveredAlien artefacts recoveredX-Corp soldiers killed (-36 points per death)X-Corp soldiers MIA. (Not in craft at dustoff, or under alien mind control at mission end. (-20 per MIA)X-Corp craft lost (-200)UFO Components recoveredAlso, it player may receive a message that there are insufficient supplies at the base to rearm the soldiers. Available user actions:“OK” button. Goes to geoscape Notes: Note, loosing a mind controlled solder at the end of the mission is probably a bug, and should be fixed. Instead of an “insufficient supplies message”, at the end of every battlescape mission, the player should be presented with a list of “materials expended during mission”, and given the opportunity to resupply. i.e. Player gets a “purchase order” saying 10 high explosives, 5 rifle magazines, 4 smoke grenades, 8 heavy missiles, 2 Missile HWPs etc. The Player can then adjust the quantities and either confirm or cancel the order.Name: EndOfMonthBreifingHow you get there: Geoscape clock reaches one second past midnight on the 1st of the month.Purpose: Tells user how well (badly) they did on the previous monthWhat it shows: The MonthTotal points earned by playerChange in total monthly funding from countries.Indication of how well countries are doing (very happy, unhappy, lost) Available user actions:“OK” button. Goes to Psionic trainging (if you have any labs), otherwise goes to geoscape. Link to comment Share on other sites More sharing options...
[dteviot] Posted December 24, 2006 Author Share Posted December 24, 2006 Updated Document attached. I don't have permission to update the CTD repository. So Mad, you'll have to do it.Project_Xenocide_Design_Document.zip Link to comment Share on other sites More sharing options...
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