Home > Blog > Interface Design: For Players (Items 1-3)

Interface Design: For Players (Items 1-3)

Posted by admin on February 12, 2012

In the first of our series of interface demos, I show the Global GameSpace multiplayer lobby and game scheduling interface.  The ability to schedule a future game with other players is something that's often missing from multiplayer lobbies, and it's something that will really differentiate GGS from existing online games.

The more alert among you may notice a little bit of inconsistency between the interface as depicted here and as it was in the "31 more features" video.  This will continue - not because I'm deliberately inconsistent, but there's a certain amount of "thinking out loud" that happens as I make these.  The interface will evolve gradually as I make these, and the best ideas should find their way into the final product.  Please bear with me.

Along the way, if there's anything you see that you especially like when I add, or miss when I take away, please speak up in the comments.  I love feedback!

Comments:

Posted by Diaa on
FunctionalityIn addition to iopvmring the User Interface, I'd like to improve the game and add new features.Network Play. I think this is crucial, and I have some rough functionality working, using Game Center. I plan to have real-time play available, and hope to offer Turn-based as an option. I'll also look at bluetooth connections for playing people close by.Man in Motion. I've actually added this, and it's nice. You can send any split receiver in motion on any play. For example, you could even send a receiver in motion in one direction, then have him come back on a reverse. If defense is in Man coverage, the defender follows the receiver. In zone coverage, they don't.Change Ball Carrier button to a cycle button. Done. Works great!Injuries. I will definitely adds injuries, and will let the player decide whether to include them. In exhibition games, they'll affect only that game. In season games, however, they can range from the affected player missing one play to missing a few games to missing the rest of the season (yikes!)Fatigue. This can happen from a few ways. Overusing one player can wear that player down. On the other hand, dominating time of possession will wear the other team down. I'll probably make this an option, allow people to turn it off.Substitutions. If we have injuries and/or fatigue, I need to add the ability to make substitutions.Season Play. If user taps Simulate Season ask if they want to simulate in-progress games.Add option to generate random seasons?News headlines. A user suggested this, and I like the idea! I may combine it with Twitter and Facebook functionality, not sure how best to implement it yet.Double-check wording and logic on using screens and draws against blitzes.Display the teams' tendencies, such as whether the computer coach for the team generally calls Man or Zone, call runs or passes, etcPerhaps make the play diagrams clickable (not sure what to do with it)Add a hot receiver option on long passes to counteract blitzes. It'll be affected by the QB's reading abilityAdd an announcer voice for first down etc?perhaps randomly have measurements when the exact yardage is gained for first downs?Homefield Advantage. I can add this, and should make it an option for Exhibition games, and probably have it always on for Season play (what do you think, optional for season games, too?)Punting. Add option for coach to tell his punter to punt out of bounds. The downside would be a shorter punt, with a risk of being a very short punt)Email the game summary?Send the game summary to twitter and/or facebook?Extend season stats to show kick returns, punt returns, interceptions, field goals, extra points, etc
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