Fallen Enchantress- Main User Interface

We had some specific, and significant, goals for the User Interface of Fallen Enchantress.  First we wanted a beautiful world to explore.  Second we wanted a UI that got out of the way and allowed you focus on that world.

It's always hard to decide what you want on the Main UI.  There are a lot of moving pieces in a 4x game, a lot of things we could show.  But every piece has a cost.  Do we put the minimap on the main UI, do we expect players to use it (ie: is it really helpful, or should we do work to make it more helpful)?  What stats are displayed when you have a unit or city selected?  How cool looking should decorations be?  How cool looking should locations be?  How much visual variety should exist in the world?

Checking out the screenshot above you can see the answer to most of those questions.  Yes, we want players to use the minimap, and yes we had to do some work to make it more helpful.  There is a lot of visual variety in the world, rivers and chasms, blooming green lands, ruined purples, barren browns.  Even within those variations you can see lots of color and depth.

 

                Its also important that the terrain plays a key role in the game, that it is more than just a pretty face.  Different land types host different sorts of resources, and different type of monsters.  In general fertile land has a lot of the city resources while forests and swamps host more monsters and might be dangerous to settle next to.  Rivers allow you to build special improvements that help you cities take off, especially for kingdom players (empire players have improvements that don't have the river requirement and are better at surviving in less hospital terrain).

                In the above screenshot you can see a bandit camp on the edge of the southern forest.  A band of river skath sitting just out of my borders (they will become a problem if I don't do anything about them).  An air shard up the river and a fire shard on the other side of the river.  Around the air shard there is an Inn, a great place to pickup quests and some horses.  And by the fire shard there is another monster lair and a champion I may be able to recruit.  It's a fairly good starting location with lots to explore.

                You may also notice that the city bar has been replaced and now shows what is being built in the city.  Cities have production based on their population, improvements and some player decisions we will go into later.  We got rid of the system where everything had a flat cost (a Command Post always took 12 turns to build no matter what size city it was built in) and now, in general, larger cities are better at producing units than smaller cities.

 

 

                Despite the greater variety in the starting environments, we still want to maintain the players ability to transform the world as your empire grows.  Empire lands aren't as dark as they were in War of Magic for practical reasons (it was hard to see units on them).

                The map has also gone through considerable rework.  Notice the amount of inland bodies of water.  With those, mountains and chasms forming natural choke points specific pieces of land become more valuable and allow players to focus their armies at key locations.  Owning a pass of an extensive mountain range means more, as does wiping out a Bone Ogre that is keeping you from getting through to valuable resources.

                Also notice the large Spellbook button on the bottom right of the screen.  Any strategic spell your casters have access to can be cast from here.  You don't have to find the caster.  If you want to raise a mountain and you have all the requirements, go into your spellbook and cast it.  If you want to enchant a city or unit, open a Shadow Gate or drop a Falling Star on an enemy army, it can all be done from here.  This was hotly debated.  There is a psychological effect as the player doesn't feel like his champion or sovereign is casting the spell.  Your fire archmage champion didn't seem to cast that spell (even though we show who is able to cast it in the spellbook, so you know who is enabling these spells) which removes a little of your feeling of connection and attachment to them.  But we gain the fact that magic feels very global and player based.  If you have mana and powerful casters you can start unleashing spells.  And of course it's fatser and easier than hunting for casters.

 

                There is some cheating going on in the above picture.  You can probably tell that I've given myself a bunch of free resources (including horses which isn't normally possible for Empire players).  And there are a lot more monsters and quests around my starting location than you would expect for someone marching around with a Guardian Statue.  I've also been using a cheat to remove the fog of war in all these screenshots so you could see the maps on the minimap.

                But there are good things to show here as well.  first you may notice that the Empire tree on the left hand side of the screen has changed.  It is now broken into 3 sections, Units, Cities and Quests.  Each section is collapsible so you can minimize the cities list if you aren't interested in it (or the whole thing if you don't use it).  The quests tree is new, and clicking on any of those entries takes you to the location you are supposed to go to next.  In general quest distances are shorter than they were in War of Magic, but we don't want players to have to spend any time manually looking around for quest locations, click the button and it will show you where you are supposed to go.

                You can also see the attribute icons for my Guardian Statue.  He is large, so he can't be knocked prone, and immune to both poison (as all un-living things are) and critical hits (as all golems are).  You can also see the mouse over for the cave bear which reports on his moves, attack, defense and hit points.  If the player wants more information then that you can click on the bear and see more detail.

                It has been 1 year since War of Magic released and about 9 months since I started at Stardock.  It has been an amazing job for me and I'm very lucky to be able to work with all the great folks at Stardock.  I hope the above screenshots give some indication of how hard we have been working, and the world Fallen Enchantress will allow you to explore and conquer.

 

163,057 views 75 replies
Reply #1 Top

Unrelated but you mentioned it.

 

I really wish Empire could get horses.    Wargs should be an exotic mount that requires a random tech.   I don't feel the current setup in WOM is a good design decision, it's just a nuisance.  At a very minimum, I'd make horses a food resource for Empires, and wargs a food resource for kindgoms.

 

Maybe one of the Empire factions can't use horses (horse spookers perhaps)?  Maybe one of the kingdom factions can use wargs (Beastmasters), there are ideas here.

 

I'd also expand the bottom left panel a bit more so the 5th button is more easily shown.  Another suggestion: make the bottom of the map blank so that the UI doesn't obscure units when you're at the extreme bottom of the map.

 

 

Query: I noticed the Civ-style production notifications on settlements, does this mean that unit queue and production queue are combined now?

 

Reply #2 Top

I like these little details that polish the game.

Reply #3 Top

Looks great. 

I saw a tool tip pop up with the cave bear.  Now is that a click and select to get the tool tip pop up or is that a hover over pop up?

Thanks,

Reply #4 Top

great dev jornal derek. really shows that in the small amount of time you have been at stardock how huge an impact your taking the game in new and improved directions.

the community appreciates your hard work and determination to make a fun and engaging and hopefully timeless 4x fantsy game.

the community can be a bit hard on the dev's especially when they want to get their point across and especially with everyone wanting the best for FE. 

anycase though the UI is looking good and the map is coming alive with a fantasy feel.keep up the hard work, keep thinking in and out side the box.

good job derek frogboy made a good hire to bring you onboard.

 

Reply #5 Top

Looks great.  Really does.  I'm starting to get re-excited!

Reply #6 Top

Derek,

 

You said the spellbook button is on the bottom left of the screen when clearly it is on the bottom right.  Epic fail.  Now I'm not going to buy FE.

 

Just kidding!  This looks awesome!!!!!  All these changes sound like the UI will be much more intuitive than WOM.  I can't wait to play.

 

I really hope this game is a success for you guys.

 

(Actually its true I'm not going to buy FE.  I get it for free!  Yay! |-) )

Reply #7 Top

Everything looks great.  I feel like this is the game I was hoping for when I bought EWOM.  

Reply #8 Top

Whose the hottie in the quest window?  Is that the Fallen Enchantress?  I'll catch you miss enchantress... :smitten:

Reply #9 Top

This is a perty little lady. If I was single I'd propose.

Reply #10 Top

Quoting Alstein, reply 1
Unrelated but you mentioned it.

 

I really wish Empire could get horses.    Wargs should be an exotic mount that requires a random tech.   I don't feel the current setup in WOM is a good design decision, it's just a nuisance.  At a very minimum, I'd make horses a food resource for Empires, and wargs a food resource for kindgoms.
End of Alstein's quote

Yeah, me too. I'd rather see horses as the generic mount and wargs as a rarer weird special mount. But the way it is right now I seem to always as Kingdom start next to wargs, which is just a wasted tile. Maybe it'd make more sense if it was more common, but that's the ONLY resource that works that way so it's just out of place.

Reply #11 Top



                Also notice the large Spellbook button on the bottom right of the screen.  Any strategic spell your casters have access to can be cast from here.  You don't have to find the caster.  If you want to raise a mountain and you have all the requirements, go into your spellbook and cast it.  If you want to enchant a city or unit, open a Shadow Gate or drop a Falling Star on an enemy army, it can all be done from here.  This was hotly debated.  There is a psychological effect as the player doesn't feel like his champion or sovereign is casting the spell.  Your fire archmage champion didn't seem to cast that spell (even though we show who is able to cast it in the spellbook, so you know who is enabling these spells) which removes a little of your feeling of connection and attachment to them.  But we gain the fact that magic feels very global and player based.  If you have mana and powerful casters you can start unleashing spells.  And of course it's fatser and easier than hunting for casters.

 
End of quote

Just a random thought on that, if you want to make the player's caster feel more part of casting spells, why not add the option of being able to turn on a small cut-screen showing the caster gong through a casting process. Ideally it would need to take the current model of your caster capable of casting a spell (or just the model of your sovereign) and go through a little animation. Pop it up in a small window for the casting action and people could 'see' the spell being cast.

Leave it as an option that players can turn on or off per their desire, and add it to the stuff that people could mod. I am sure there are people out there that would animate their own castings and probably then share with others. So you would only need to make a couple and let the player base help you expand.

Reply #12 Top

looking good! very excited to play it.

Reply #13 Top

I am very excited to see these beautiful screens! Keep up the superb work guys! :beer:

Wow this game is gonna be a classic, especially if you stick with it. Just marvellous!

Reply #14 Top

Looks good, but one urgent issue remains:

Please, please display stacked and occupying units in a LIST FORMAT which can be ordered by name, type, or health. Lists are far cleaner and more efficient at displaying data than by using awkward circles.

Reply #15 Top

Don't know how I missed this yesterday considering I normally check in at least a couple/three times a day, but anyways, this is looking really really good.  Been waiting for this post for a long time, thank you guys/gals!!

Reply #16 Top

Good job,

Some pointers:

Please use 3 columns for units cities and quests. Most people have wide screen monitors so it doesn't really matter space wise even if each column expands to the right  a bit. It is immense help for large maps when you have a lot of cities and units patrolling/questing outside. Without columns you have to open/close the ui or give up and search the map visually.

Also make said column sortable or ordered: I want my biggest cities first, always show my sovereign and next the armies with the biggest value, and high level quests must be shown first.

Reply #17 Top

I don't like the look of the graphics. It looks like, 'O, hai. I just lern'd to use lighting effects.' SPAM LIGHTING EFFECTS. What I am getting at, is that everything looks too shiny and washed out.... Way too shiny and washed out.

Reply #18 Top

This looks fantastic. It feels like everything is turning out perfectly - I'm glad Brad & Company went through all the trouble of making the engine and a not-so-successful game before you got your hands on Elemental. This way you were able to focus on the game itself from the start. I think it's paying off nicely.

Here's some stuff I love from the screenshots that you didn't mention:

  • Map tiles seem to be much smaller compared to unit size. Gives a tighter and more populated feel of the world.
  • In the last image, the party in the top middle looks nice and condensed too. Looks kind of funny everyone being nicely ordered in a square, but I like how tightly knit the party feels.
  • The Guardian Statue looks absolutely huge compared to the bear or the party I just mentioned. Love it. You really get a feel of a towering golem that is not easily taken down.

The minimap looks really good. I'm wondering if it's possible to have additional functions in it. I see there are red dots in there, possibly depicting points of interest or resources. Could it be possible to apply filters to the map, for example if you only want to display resources, or only want to display units & cities, or want to highlight quest locations or recruitable champions? I would love to have a small filter button that would let me toggle displaying certain aspects of the map on or off. For example I see you don't show rivers in the minimap. What if I want to check out where to found my next city and want to see where all the rivers are?

You're the ones who get to play the game and know what is useful and what isn't much better than I do, but those aspects of the minimap came instantly to mind when I saw it. Most of all I remembered the minimap from Transport Tycoon Deluxe, which was in my opinion pretty good. Here's a screen for reference:

 

Finally, I agree with maniakos - I would very much like to have an option to have the empire manager display units, cities and quests either in one column on top of each other or in three different columns. When I'm playing on a 16:9 monitor, it feels much better to have them in separate columns. And I agree with TheProgress, that the unit circles when looking at a town as in screenshot UI2 are very hard to distinguish from each other. I wouldn't need a detailed list, but just to be better able to select the champions / parties that I want from a city.

Loved the journal entry. Really looking forward to seeing FE in action.

Reply #19 Top

Quoting Emperor_Nero, reply 17
I don't like the look of the graphics. It looks like, 'O, hai. I just lern'd to use lighting effects.' SPAM LIGHTING EFFECTS. What I am getting at, is that everything looks too shiny and washed out.... Way too shiny and washed out.
End of Emperor_Nero's quote

 

Eh, it's an improvement to WoM at least. There it was like: Bloom everything until you lose your eyesight!

In this screenshots it's only, bloom all the light sources. The washed out look is probably more of a design decision that's here to stay. Gives it a bit more of a painted look. All in all it doesn't look bad and has sime nice colour in those screenshots. Definitely a big leap over WoM in my oppinion.

 

Not that I really care much about the graphics, I only played on the cloth map anyway for practical purposes. (I prefer being able to see stuff coming at me instead of having to hunt for them. ;) ) Which brings me to my question: Did the cloth map got any significant changes too?

Like the following:

- showing the gates of cities? so I know where units will leave them?

- showing trade routes and roads in a way that makes me able to see them?

- showing coasts in a way so I know if I'm able to enter them or not?

- showing mountains accurately

- changed building icons to a more stylized way so identifying what a city is doing is easier?

- given a city overlay so it's easier to see what a city is doing instead of having to click on it all the time?

- changed unit counters so I don't have to click on them to see if it's just one unit or a stack of doom? (hint, use the total war solution for it, works very well)

- showing the movement path of units, so I know they'll take the long route through forests again and can manually move them around it?

 

About the ledger to the right. Showing how many building a city has as blue dots isn't really useful to me at all. Can't we get some information there like production, gildar and research instead? Would be much more useful. Same with the red dots for units. Having 2 red dots doesn't tell me anything, since it could as easily mean 2 pioneers (very good defense those aren't) or 2 dragons.

I'd propose to ditch the blue for building numbers and instead make it so, that units get color coded. Make it so that heroes show up as blue, army units as red and civilian ones like caravans and pioneers and whatever FE will have as white. (Monsters as green perhaps?) Then I'll know much more about the units stationed there then just, oh, 3 dots... what could that mean? Guess I've to click on the city to find out.

If you want to get even more fancy you could even code those dots a bit fore for unit type. Red one is a melee unit. Red one with a black dot in the middle is a ranged one. Red one with a black line diagonally through it is a mounted unit. That would be useful info to me, to see at a glance, ah, that army has 3 melee units, 2 archers and a heroe who is mounted. Or anything similar like this which gives me information I need and not just numbers which don't tell me much in the beginning. :)

Here is a quick mock up.

Sadly because of compressing it looks a bit harder to see then it should. Also, the squares used are only 4 pixels high atm it seems, if they get increased a bit and/or without the compression it should be much easier to see.

Anyway, this would tell me, that the army has a heroe, 2 melee units, to mounted ones, 2 ranged ones, a monster and a non combat unit. I'd like something similar for the Empire ledger. Other solutions can be better of course, but that's the direction I'd imagine it to go.

 

Edit: Better compression.

Reply #20 Top

Really great terrain though I most the time prefere minimum grafics maybe I will change my mind with FE ;). For the user interface part of this post I like the new order of things but really get excited how it gone a be in detail. I think in general the game is full of great work, the only thing I miss sometimes in WOM are some basic UI options (like highlite, time relation etc.) that are really helpful. Sometimes I think there are so many great things inside the game how could some of this basic UI stuff be not in the game?

 

In general quest distances are shorter than they were in War of Magic, but we don't want players to have to spend any time manually looking around for quest locations, click the button and it will show you where you are supposed to go.
End of quote

Does that mean we will get preview of our travel path :D??

 

You can also see the mouse over for the cave bear which reports on his moves, attack, defense and hit points.  If the player wants more information then that you can click on the bear and see more detail.
End of quote

Please implement a option to preview (highlite) the square of your mouse cursor that would prevent clicking on the wrong square.

 

Thanks for the great information Derek....

Reply #21 Top

the art looks much better than in WoM, but i found an issue while glossing over the screenshots:

in the two last screenshots, especially the last, you can see that the ray from the mana node is overdrawn from anything that has an alpha value smaller than 1, for example in the last screenshot the wall of fire "overwrites" (for lack of a better word) the ray of the mana node and in the second last screenshot some trees "override" the ray from the mana node.

 

Reply #22 Top

I just hope they fix the engine problems so I can play the graphical version of the game. Even if you looks too cartoony, and not in the good way like Zelda: Windwaker Cel shaded graphics cartoony.

Reply #23 Top
This looks very promising. 
However I still have some questions/proposals (it is possible that some of them are already answered/implemented, sorry for those):
  1. In WoM I didn’t find a report about the mana usage. I would like a list where I see the mana consumers and collectors.
  2. I also didn’t find a report about the working trading routes(It is not too user friendly to check the screen for moving caravan icons).
  3. I also would like a list of the existing buildings (not just icons) what is available when I create or delete a building. It is annoying to always check with clicking what kind of buildings are already exists.
  4. This is not UI related, but the city conquering concept is not clear for me. City morale doesn’t exist in your game therefore there is no any consequence to conquer a city from different faction. Moreover you can build your buildings even if there is already one with the same purpose but from another faction and I think this is also true if this kind of building is only allowed one per city/faction (I’m not sure about the last part). So, my question is: have you thought about the city morale? or the necessity of conquering process? For example: Even if there is no moral we should convert the city (there would be general building and faction specific) what takes time (but specific buildings would be converted to the corresponding buildings if it is possible) OR conquer a city in one step, but then the faction specific buildings are deleted OR leave everything as it is now, but to handle the people of different faction you need to build a controller building (immigration office or whatever) before you can build any other building/unit.
Reply #24 Top

Looks great! The world now looks like something you want to explore to see what's around the next corner, and that's half of the game for me. WoM never had that at all. Military strategy on the world map, keeping key locations etc. also makes me excited... Last piece of the puzzle now is tactical combat.

About the minimap. I assume the screens are from a new game so there are not any large influence borders yet but... We will be able to see these borders on the minimap right?

Reply #25 Top

Magog, you can notice the influence borders in the minimap in the last UI picture in the journal.

I hope the range of sight is small enough for most units so that it's not trivial to be able to explore everything around you, and that spells / buildings that reveal fog of war or units with a big sight range actually mean something.