Immortal
Arcane
Hey Folks!
I've been wrestling with a design decision recently, and figured I'd see if any ancient lore in the 'dex could help. In short, I'm looking for an engaging and intuitive way to present dramatic and procedural crew activity to the player.
As most of you know, I'm working on a top-down crew management sim. This screenshot is one of the latest iterations:
This UI followed a discussion of various dialogue presentations in the comments on this devlog post.
The problem is that there will be a lot going on in a given ship. Crew will be walking the ship, interacting with each other and equipment (i.e. their duties), and I'd like the player to be able to watch and engage with these events in an entertaining way. Note that dialogue is likely to be more generic like the above, rather than specific/topical lines. It's meant to minimize content creation costs, allow for emergent/procedural drama, and leave just enough to the imagination to be interesting.
I think the shipboard duties will be pretty easy to handle, as this is a known problem solved by many games (FTL, Rimworld, Sims). The trick will be making the dramatic portion more interesting (and not overwhelming).
For example, the above animation shows one approach where the currently speaking AI is bracketed on the map while the bottom of the screen shows their portrait and interaction details. This is fine in some games, but I'm finding even in this limited case of 2 AIs talking that my eyes are constantly darting from map to dialogue and back. It's a lot of work to keep up with it, and this would only get worse the more AI we throw in.
I've considered floating text immediately above each AI:
which could work. Even if many AIs were talking at once and the player couldn't keep up with it all, that wouldn't be contrary to expectations in reality. Focus on the convo you want at a cocktail party, for example. This might start to dominate the play screen, though. Especially with the addition of portraits (which I'm warming to for variety/personality benefits).
What I'm wondering is: are there any other presentations you've seen that might handle this situation well? And suggestions for how else I could approach this?
One suggestion I've received is to make an interaction a generic word bubble above the participants, requiring the player to click it (or something) to see more. This would be akin to approaching a group at a party (or else just eavesdropping deliberately). It keeps the big picture lively but not crowded, and allows the player to probe deeper as they wish. This seems good on paper, so I may try that next.
Any others?
Also, I guess the above problem invites the question of point-of-view. Who is the player in this game? Are they the captain? Are they each of the crew equally? Some omniscient god?
My first instincts was to make the game similar to Rimworld or Prison Architect: the player inhabits each AI equally (excluding visitors, prisoners, etc.). The player can know anything about any AI at any time, and is limited to their knowledge/awareness (line of sight, instrument read-outs, etc.). I haven't sorted out whether the player will "drive" any AIs, or just set their priorities a la Rimworld. I like the latter, but it could limit certain player input down the road (e.g. making plot decisions, if any, or puzzling out better equipment designs on a grid).
Anyway, I'd love to hear what you guys think, and if you have any suggestions that could help!
You could do a Sims type style where you use contextual images / symbols to show what they are doing (if they are interacting with an object or performing an action)
I could picture basic symbols like REPAIRING, TALKING, FLIRTING, ANGRY, SAD, HUNGRY, EATING ect ect..
In the case of contextually *important* dialogue you could then fall back to the "CLICK HERE FOR MORE" or throw up a speech bubble.
In a game as heavily focused as yours on autonomous background actions.. I would really avoid *emoting* What everyone is doing, this will quickly become tiresome to read when you have 6+ crew members walking around emoting every tiny thing they do.
TED IS HUNGRY
TED IS WALKING
TED TALKS TO TINA
TINA TALKS TO TED
TED LIKES TINA
TINA WANTS FOOD
TED STILL HUNGRY
Immortal turns off game.