[UI/Gameplay] Meaningful Information

There have been a few posts about the need for meaningful information in Demigod.  I thought we could collect that in one place and explore it a bit more, because it's vital.  Right now we are dealing with an imperfect information system in a team setting, which works in bridge but might not with Demigod. 

In Beta 2c I have access to the following information -

My health and mana

My buffs and debuffs

My stats, skills, equipment, and items

My spells and spell and item cooldowns 

My opponent's health

My teammate's health

Health of allied and enemy grunts and buildings

Health of allied and enemy minions 

In order to make valid tactical decisions in a competitive team setting I want access to additional information like -

Teammate's stats, mana, buffs and debuffs

Enemy stats, mana, buffs, and debuffs

Allied and Enemy Grunt, Minion, and Building levels, buffs and debuffs - by levels I mean I want baseline stats info on anything I run the cursor over. 

Priest and Minion mana

Team and Enemy items and equipment

*I can live without mana and enemy items/equipment, but both would be useful to maintain flexibility and disable momentum

Information I don't need -

Enemy citadel upgrade tree

Enemy skill and spell selection trees

Team and enemy spell and item cooldowns

Presenting this information can be done in several ways.  the most user-friendly, imo, is to have all teammate portraits in the UI and interactable.  Teammate portraits should show xp level, health, mana, and current buffs and debuffs, with tooltips.

Current target should also pop up a centralized portrait which initially shows target xp level, health, mana, and buffs or debuffs.  Target portrait of a demigod can be expanded to show stats, equipment, and items.  

Non-Demigods (including buildings) should have tooltips which show health, mana (if applicable) and stats/level.   

In Beta 2c I can only infer what effects are in place on other DGs, minions, grunts, or buildings, by examining their actions.  Mechanics are largely "under the hood."  Right now that works only because none of us are hardcore enough to need more.  That won't last.    

[This overlaps with some other threads, which is completely my fault.  Hopefully I brought enough new thoughts in to make it worthwhile.]

Peace

 

 

1,210 views 3 replies
Reply #1 Top

I know, Demigod isn´t DotA and the WC3 engine is maybe not the non plus ultra.

But just for brainstorming, how it looks in WC3:

blubb

Forget the inventory shown in this picture.

I´ve underlined jsut a few things:

Damage, stats and, I like this in WC3, the armor. If you hover over it, you´ll see something like this (I´ve taken a screenshot from dota-allstars):

ultra blubb

I like the damage reduction indication. An other part I like is, that you know, what the amount of armor implies. (Somebody allready posted this suggestion in an other topic).

 

All skills chosen by the enemy shouldn´t  be vivisble to you. It will be boring, if you allready know, which skills your enemy has taken before the first fight has begun (ok, if someone has chosen an aura, this will be displayed anyway).

 

 

Reply #2 Top

@ Nokthra: 

The damage-reduction-information for the armror is already available in DG when u hover over the armor in the "advanced demigod-stats-popup". (There, u can also see Health-reg/sec and Mana-reg/sec).

Demigod's damage and armor-infomration are accessible, too.

 

@ Ke5trel: I completely agree!

Reply #3 Top

Already available? Oh, sorry. My fault then. I never opened this window, because it´s over the whole screen and you aren´t really able to spectate the battle going on. So maybe your UI artists should think about this :)