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 Post subject: Tech Tree UI
PostPosted: Mon May 14, 2012 11:57 pm 
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Space Floater
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Joined: Fri Jun 11, 2010 9:10 pm
Posts: 29
So, reading around the forum a bit I discover I'm not the only one who thinks the Tech Tree display is badly in need of overhaul. :shock: :shock: :?

It's beginning to appear to me that the tech-tree itself doesn't meet the FO "kiss" principle, and begins to stray perilously close to "micromanagement". :cry:

Particularly for "theory" techs: why? Looks like they are only there to fulfill simulationist urges... and maybe because it's "traditional" in the MoO/Civ/etc genre...? I mean, really: why? Why must the user click on something just to later click on what they want? Whatever tech(s) depend on the dependency: just click 'em directly, let 'em take a bit longer to develop.

I know that one can already DO that, click on an advanced tech and get all the pre-req's auto-queued. So why make them separate click'ables???!? Eliminate all the Theory tech's. If needed/desired, SitRep those intermediate/theory techs with something like "The Directorate of Science reports a breakthrough in Gravitonics. They believe we'll be able to achieve Singularity Generation in <N> turns. Also, the Directorate report several promising new technologies arising from Gravitonics: Compressed-energy ship-hulls, null-g architecture, and supply-chain efficiencies."

I don't actually object to having theory tech's in a 4X game... but they don't IMHO seem to "fit" with the feel or the philosophy of FO, as I understand it. They belong in a different -- also fun, but more simulationist-oriented -- 4X game.

It's possible that this issue is more UI than anything else... not really sure...

The only notable "simplification" to the UI that I've been able to think of, so far, is a "collapse branch/branchpoint" function; that is, a whole "branch" of the tech-tree (or all techs subsequent/dependent to a given tech) gets collapsed to a big thick line; the difference vs. the hide/filter effect would be that dependencies into (and out of) the tree/branch would still appear in approximately-correct places (maybe via faded-out lines?), letting the user know of the inter-dependencies. Ideally, IMO, there'd be an icon such as " :?: " where one could hover/click, to find out what visually-collapsed tech is needed/available via the indicated dependency into or out of the branch. The idea is to preserve the high-level / strategic overview effect of the branch still being there, but hide all the detail so it doesn't distract.

I suppose something similar might be done by fading-out a tree/branch, rather than "collapsing" it; or doing some sort of minimize (shrink to small icons) ... ?

I suppose, with the code for such display on-hand, one could fade-out or minimize the "theory" techs that I ranted about...


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 Post subject: Re: Tech Tree UI
PostPosted: Tue May 15, 2012 1:07 am 
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Designer and Programmer
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Location: Orion
This post and the surrounding discussion should provide a pretty good picture of what I, at least, would like the tech tree to look like eventually, though I think just switching fully to a multiple-choice column tree was a more widely accepted option.

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 Post subject: Re: Tech Tree UI
PostPosted: Tue May 15, 2012 6:57 am 
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Space Dragon

Joined: Mon Aug 15, 2011 5:33 pm
Posts: 429
Yeah, the problems mentioned by utilae in the quoted post are still present.

Quote:
My problem with the current tech tree view and list views is as follows

Tech tree view
- spider web problem - it's difficult to trace one tech to a higher tech when there are multiple intersecting lines between techs
- category problem - colour is the only indicator of what category a tech is in
- scroll problem - player has to scroll over the tech tree excessively to plan what techs they want to research
- hiding categories - if you hide a growth category and a growth tech leads to a construction tech,
then the player may assume they can research the construction tech but in truth they must research the hidden growth tech first



List view
- order of techs - the order that techs are to be researched in is not clear


I do agree that a multiple choice column tree would be a good idea.

Or a table. Rows - tech level (distance from starting tech, ie. if a tech has 3 continuous prereqs, it's level 4), columns - tech category. I believe that'd solve all the problems.


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