user interface suggestions for huge maps
Hi all
I've started work on a game, and I'd like some suggestions on how the UI should work. The game will involve ship combat in the solar system, and I'd like it to be as accurate a depiction of space combat as possible. My original plan was to have each square of a grid represent a 500,000 km region of space - so if you moved over a square in map view, it would inform you of any important landmarks e.g friendly vessels, enemy vessels, and solar system features like planets, stars, and perhaps asteroids or planetary rings (something like sound rts's map view). This would be the main way that the player could examine the situation. They could then order their forces, or parts of their forces in a sector for instance.
My plan was for a 20x20 grid, simulating a region of space 10,000,000 by 10,000,000 km across. However, this solution doesn't scale well if i would want to simulate very vast distances i.e 100,000,000 km of space. Does anyone have suggestions for how I can design the UI so that players can make sense of what is happening on a very large map? I'd appreciate all suggestions, as i have no experience of how mainstream games do this in their space strategy games.
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