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it’s vital we allow the player to create customized interfaces

In my opinion it would be equally important allowing the user to interact with the unit using shortcuts. At least in games like starcraft I think the UI was important to provide feedback, but most actions would be performed using the keyboard.


My current idea is to offer two different devices to output this information.

Makes sense. Would this be an option that the player can make (i.e. it could affect the cost of the unit)? or would the devices be always available and it's just a matter of complexity?

This would render something like this:

Depending on how hardcore you want to go, maybe the minimap is something the user has to create using the units' visibility and radio capabilities haha

what happens when you have multiple units selected

I think this poses an important question. In other games there are a limited number of units that behave the same way, so the user can perform actions in all of them easily. In Kikai it seems like all units could be unique. Maybe it would be responsibility of the player to define an interface between them and the units to interact in a way that makes sense (for example, attacking is the same "command" for all units). Anyway, I think this is something important to figure out and helping the player to define.

In my opinion it would be equally important allowing the user to interact with the unit using shortcuts.

Absolutely, the devices are still being explored, but currently there is a Command device that all units have that is the interface between the user actions and the unit, move and attack commands, keyboard shortcuts and other stuff like this would be configured through that device.

At least in games like starcraft I think the UI was important to provide feedback, but most actions would be performed using the keyboard.

I expect this to be slightly different in Kikai, although I see the need for it of course. The end goal is to automate a lot of the army so I think the need for fast shortcuts and a lot of micro diminishes. Although I guess it depends on the player, so it’s good to have!

Would this be an option that the player can make (i.e. it could affect the cost of the unit)? or would the devices be always available and it’s just a matter of complexity?

I’m unsure yet, the same way that I want to remove the CPU cost of drawing UI my intuition tells me I should make these two devices free but this is absolutely undecided. Being able to provide custom information like what the ASDP mkII provides may be invaluable in some cases. So maybe the base EzGui 3000 would be free, but ASDP would cost resources. I have no idea yet! What do you think?

Depending on how hardcore you want to go, maybe the minimap is something the user has to create using the units’ visibility and radio capabilities

This game is definitely an exercise in restraint to not overcomplicate everything, but as with the base army, if a basic minimap is provided and the user wants to update it, that’s good as well so this is in the realm of possibility for this game, yes.

Maybe it would be responsibility of the player to define an interface between them and the units to interact in a way that makes sense (for example, attacking is the same “command” for all units)

As it is right now there are two basic commands that are common for all units (but that they may decide to ignore of course)

  • Move
  • Attack

These are two specific vectors (callbacks) that all units will respond to. One thing that may be interesting is to offer the capability to write customized devices using Uxntal as well, that offer unified command interfaces for what the user wants to do.

So maybe the base EzGui 3000 would be free, but ASDP would cost resources. I have no idea yet! What do you think?

Makes a lot of sense. As you said, the game could be infinitely complex, but it makes sense to take some of the complexity and hide it away with proper defaults. I think having the easy one for free makes it better. If as a player you had the option to not include it for optimization, then it could get frustrating having to deal with those units. Removing all the complexity that is not fun will be an important part of the design.