stack smash_扶手椅VGUX:Super Smash Bros.Ultimate

stack smash

Easily far the most exciting news out of Super Smash Bros. Ultimate’s announcement was that every single character would be returning to the game.

Ëasily迄今为止最令人兴奋的消息了任天堂明星大乱斗最终宣布的是, 每一个字符会被返回到游戏中。

Around the world, Smash fans shouted “Yay!”

全世界的Smash粉丝大喊“是!”

And, at the same time, UX designers shouted: “How’re you gonna fit all that in the UX!?”

而且,与此同时,UX设计人员大喊: “您如何将所有这些都适合UX !?”

And Nintendo, in their infinite wisdom, answered: “By using 75 tiny icons, of course”.

任天堂以他们无穷的智慧回答: “当然使用了75个小图标”。

I’m mostly joking. Mostly. But really, let’s take a look at how Nintendo tackled this colossus challenge of fitting 75 smashable characters onto your Switch:

我主要是在开玩笑。 大多。 但实际上,让我们看一下任天堂如何解决了在Switch上安装75个可砸字符的巨大挑战:

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Sooooo, yeah. Not perfect. Actually, kinda bad (And that screen doesn’t actually have all the characters). I have two main complaints:

太好了 不完美。 实际上,这有点不好(而且该屏幕实际上没有所有字符)。 我有两个主要的抱怨:

  • The character names are very, very small.

    字符名称非常小。

  • The frames to show your selected character takes a lot of room on the screen.

    显示您选择的角色的框架在屏幕上占据了很大的空间。

Now, the important thing to consider is that the Smash Bros. franchise has an established style with these character select screens — they’ve kind of always looked this way. But I think we can do better. It’s 2019, there are lots of games with huge casts of characters, so let’s see what we can learn from them.

现在,重要的是要考虑到Smash Bros.系列产品具有这些字符选择屏幕的既定风格-他们一直都这样看。 但我认为我们可以做得更好。 这是2019年,有很多游戏都有大量角色扮演,所以让我们看看我们可以从中学到什么。

I wanted to explore how a new player might find a character to play, and I made the assumption they’d be most interested with playing their favorite characters outside of Smash. For that reason, I started with a franchise based filter:

我想探讨新玩家如何找到要扮演的角色,并假设他们对在Smash之外扮演自己喜欢的角色最感兴趣。 因此,我从基于特许经营的过滤器入手:

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This isn’t a bad solution; you select the franchises that you’d like to pick from and the screen adapts to your choices.

这不是一个不好的解决方案。 您可以选择要从中选择的特许经营权,并且屏幕会根据您的选择进行调整。

For a new player, if they’re fans of Mario or Zelda, they can select those franchises and get a curated list of the characters available. It could also be used as a modifier on the matches themselves — want to play a match with only Donkey Kong characters? Just pick the DK category.

对于新玩家,如果他们是Mario或Zelda的粉丝,则可以选择这些特许经营权并获得可用角色的精选列表。 它也可以用作比赛本身的修饰符-是否只想玩大金刚字符的比赛? 只需选择DK类别。

I wasn’t convinced this would help an experienced player, though. They’re not looking to pick from a franchise or category. Instead, they probably just want to get back to one of the characters they play competitively or have been recently practicing.

但是,我不相信这会帮助有经验的玩家。 他们不希望从特许经营或类别中选择。 取而代之的是,他们可能只想回到自己具有竞争力或最近正在练习的角色之一。

With that in mind, I designed an approach to fit an experienced player better:

考虑到这一点,我设计了一种方法来更好地适合有经验的玩家:

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This is a bit of a swing and a miss. I like the favourites section, but the attempt at showing some stats just doesn't really work for me (not sure what I was thinking with the neon green, either…)

这有点摇摆不定。 我喜欢“收藏夹”部分,但是尝试显示一些统计信息对我来说实际上是行不通的(也不知道我对霓虹绿的想法是什么……)

Anyway, you might have noticed the character frames got a lot smaller? Well, arranging and rearranging the screen to create these mockups made it clear to me that the character select panels take up way, way, way too much space. It’s a good 30% of the screen devoted to almost no useful information.

无论如何,您可能已经注意到字符框变小了很多? 好吧,整理和重新排列屏幕以创建这些模型使我清楚地知道,角色选择面板占用了太多空间。 这是屏幕的30%,几乎没有有用的信息。

Let’s see if we can fix that:

让我们看看是否可以解决此问题:

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Now that we’ve got that element sorted, we’ve opened up a ton of room to play with.

现在,我们已经对元素进行了排序,我们已经打开了很多游戏空间。

Since I started this project, I’ve been thinking a lot about the Multiplayer Online Battle Arena (MOBA) genre and how it handles a multitude of characters. There are a few approaches: some try to show off the sheer number of characters like Heroes of the Storm, whilst others go for data-driven layouts to help with choice, like DOTA 2.

自从开始这个项目以来,我一直在思考多人在线战斗竞技场(MOBA)类型及其如何处理众多角色。 有几种方法:有些试图炫耀角色的数量,例如《风暴英雄》 ,而另一些则寻求数据驱动的布局以帮助选择,例如DOTA 2。

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DOTA 2 (Left) goes for information, while Heroes of the Storm (Right) is all about quantity.
DOTA 2(左)用于提供信息,而风暴英雄(右)则与数量有关。

I used these games as inspiration for my next few prototypes, exploring a few layouts they used. First, this…attempt:

我将这些游戏作为下几个原型的灵感来源,探索了它们使用的一些布局。 首先,这…尝试:

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Other than an excuse to feature Piranha Plant, this mockup is really a direct mimic of what Blizzard has done with Heroes of the Storm. The characters are in loosely defined categories — Mario in the top left, then Metroid, and so on.

除了以食人鱼植物为特色的借口外,该模型实际上是暴雪对风暴英雄所做的直接模仿 这些字符属于松散定义的类别-左上角是Mario,然后是Metroid,依此类推。

It’s a fun layout, and it allows the gorgeous character art to really shine, but it’s not doing much else. It’s certainly not solving any problems, and in fact, since there’s no room for more characters, isn’t really scalable either.

这是一个有趣的布局,它可以使华丽的角色艺术真正发光,但并没有做太多其他事情。 它当然不能解决任何问题,而且实际上,由于没有空间容纳更多字符,因此也不是真正可扩展的。

Putting this together had me thinking about how I could replicate some of the information that the DOTA 2 interface provides. Choosing your character is extremely important in Smash Bros, so finding new ways to communicate each characters’ strengths and weaknesses could be a real boon for both new and intermediate players.

放在一起,我在考虑如何复制DOTA 2接口提供的某些信息。 在Smash Bros中,选择角色非常重要因此,无论是新手还是中级玩家寻找新的方式来交流每个角色的长处和短处可能是一个真正的福音。

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Okay! There’s some fun stuff in here. There’s some data here just for flavor; the franchise icon and character numbers don’t really help with making a good choice of character. Beyond that, though, we’ve got some actual usable data!

好的! 这里有一些有趣的东西。 这里有一些关于风味的数据。 特许经营的图标和字符编号并不能真正帮助您很好地选择字符。 除此之外,我们还有一些实际可用的数据!

Firstly, I think a new players’ enjoyment of the game is largely predicated on picking a character they’re capable of understanding and has a playstyle they enjoy. For that reason, I’ve added a difficulty rating and a few icons to indicate what sort of a character they are.

首先,我认为新玩家对游戏的喜爱主要取决于挑选他们能够理解并具有喜欢的游戏风格的角色。 因此,我添加了难度等级和一些图标来指示他们是哪种角色。

Putting this into a UI, something similar to DOTA 2’s UI looks like this:

将其放入UI中,类似于DOTA 2的 UI如下所示:

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This is a good start — you’ve got strong character visuals, some good at-a-glance information on what sort of character they are, and the difficulty will go a long way for some players.

这是一个很好的开始-您拥有很强的角色视觉效果,以及有关角色是哪种角色的一目了然的信息,而对于某些玩家而言,难度将大大提高。

That being said, it’s a very slow UI to handle 70+ characters, even with a filtering system. Imagine starting at character 1 and you want to pick character 70 — it’s a lot of scrolling (Assuming it doesn’t loop, anyway).

话虽如此,即使使用过滤系统,也很难处理70个以上的字符。 想象一下从字符1开始,您想选择字符70 –滚动很多(假设它始终不会循环)。

With this in mind, I made one last attempt at the UI:

考虑到这一点,我最后一次尝试了UI:

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On the left, there’s a vertical scroll with a number of categories and their description. For new players, they might simply scroll through and look for low difficulty options. Intermediate players can quickly look for play styles they’re interested in and pick from there. For advanced players, you could simply offer a ‘Favourite’ category which they can manually add to.

左侧是带有多个类别及其描述的垂直滚动条。 对于新手,他们可能只是滚动浏览并寻找低难度的选项。 中级玩家可以快速找到自己感兴趣的游戏风格,然后从中进行挑选。 对于高级玩家,您只需提供一个“收藏”类别即可将其手动添加到其中。

There is a single fatal flaw in most of these designs, however: only one player at a time can pick their character. This essentially invalidates all these approaches, as a headline feature of Smash is its local multiplayer modes.

但是,这些设计中的大多数都有一个致命的缺陷: 一次只能有一个玩家选择自己的角色 。 这实质上使所有这些方法无效,因为Smash的标题功能是其本地多人游戏模式。

With that in mind, I took one last attempt at wrangling a card layout that worked with multiplayer:

考虑到这一点,我进行了最后一次尝试来整理适用于多人游戏的纸牌布局:

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I’m pretty happy with where this landed. It’s a little busy, but that’s a concession I can live with if it means the UI helps new players find the right characters for them. I’ve included filter and search functions, but I’ll leave it to your imagination as to how those work.

我对这个降落的地方非常满意。 有点忙,但这是我可以接受的让步,如果它意味着UI可以帮助新玩家找到适合他们的角色。 我已经包含了过滤器和搜索功能,但是我将留给您关于它们如何工作的想象。

Of course, this implementation still isn’t perfect, especially since Super Smash Bros. Ultimate actually supports up to eight players, which this UI simply wouldn’t scale for. I think in that scenario I’d be tempted to revert back to the original layout.

当然,这种实现仍然不是完美的,特别是因为Super Smash Bros.Ultimate实际上支持多达8个播放器,而该UI根本无法扩展。 我认为在那种情况下,我很想回到原来的布局。

Despite its flaws, I had a great time exploring this UI and the various challenges it represents, and I hope you enjoyed reading through my thinking.

尽管存在缺陷,但我还是度过了愉快的时光来探索此UI及其所带来的各种挑战,希望您喜欢我的思考。

Thanks for reading! I hope you enjoyed this breakdown and rebuild of Smash’s UI. If you’ve got your own ideas or solutions to some of the problems I’ve outlined, I’d love to hear it!

谢谢阅读! 希望您喜欢Smash的UI分解和重建。 如果您对我概述的某些问题有自己的想法或解决方案,我很想听听!

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翻译自: https://medium.com/super-jump/armchair-vgux-super-smash-bros-ultimate-e16bfeeea0c9

stack smash

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