I have begun eyeing this topic again as of late in an attempt to think of a good solid concept that we can work with and discuss. However, I have been unable to consolidate the smatterings of ideas I’ve had into anything meaningful at the time so I’ve decided to at least bump this discussion back to the forefront of everyone’s attention. I’ll go ahead and provide everyone with the general questions and thoughts I have in order to help promote some constructive discussion.
To what extent should a player be able to upgrade their parts?
Will we simply have a sort of upgrade tree akin to a skill tree (My drawing above as a rough example)? Will we have an array of toggles and sliders to adjust values within the parts so a player can fine-tune their organelles to be as they desire (Narotiza’s concept art above)? Or perhaps another method entirely?
In my personal opinion I would prefer using both present methods, however I would like to keep the variable sliders and toggles confined to specific types such as external parts. My reasoning for this is that being able to manually adjust parts such as nitrogenase would be difficult to reflect visually which would make it difficult for players to track which parts have been adjusted compared to others. Modifying the function of such parts could potentially be covered by the use of passive proteins which would effect all the parts rather than specific ones as well. External parts like flagella and pili however are easily visually distinguished and modified, as we can give players the ability to adjust their size or shape and they would be able to tell them apart easily enough. All parts could easily benefit from the upgrade paths method, as that presents an easy and understandable path to new specially adapted variations of the base parts that otherwise couldn’t easily be achieved by presenting the player with sliders.
How should the controls be handled?
There are many ways we could handle controls, so many infact that I feel this might be one of the more hotly debated parts of this concept. Should players need to select parts to access an options menu? Should players simply need to make different actions with their mouse such as left/right/middle/double clicking?
Personally I feel that using an options menu for each part could be somewhat tiring on it’s own. However I feel that the problem could easily be remedied by the use of hotkey functions. For example, holding alt and then right clicking could immediately delete parts instead of opening the menu to allow players to quickly perform actions without much effort. I would personally prefer such a menu for parts as it would provide players with an easy to understand set of options, sort of like an interactive hub or map, that would help them figure out what options they have. We could also put the associated hotkey instructions on each button on the list to help them figure out how to quickly perform the actions without having to consult a help guide or controls settings.
And finally the last question, how should the UI be positioned or otherwise designed?
UI is very important, as we want it to be as informative as possible, while being the least intrusive as we can. Should the selected part’s options and stats be displayed in a tooltip hovering somewhere on the screen? Should the settings temporarily replace the options on the editor’s part list? We have alot of options here.
Personally I would prefer if the selected part’s parameters be displayed in the left window, replacing what’s normally there while the part is selected. I feel this might be the best option as it would not introduce any additional clutter on the screen and preserve the player’s view of their cell and selected part. I am not experienced in graphics design however, so I would certainly like to see what the graphics team has to say about that part of the concept.
That’s all I have for now, as I feel we can focus on the finer details once we have a strong concept of how the layout and overall mechanism will be managed. I hope to see what everyone thinks!