Hi All,
We are
very close to the release of the new User Interface for Illyriad, and wanted to take this opportunity to tell you a bit more about it, with some illustrative screenshots.
The new User Interface (UI v2) brings greatly improved functionality in a wide variety of areas that will enhance your playing experience.
General Enhancements include:
It's Faster
When you click on links and buttons (ie when you load webpages), it only retrieves the new information it needs - rather than "everything on the page", as it currently does - and this means it runs swifter than a 100-metre sprinter running towards the river after recently being set on fire.
It Actively Notifies You When You Need To Know Something
You may have noticed that currently you only get notified about a new email when you click on a different page. Or you may have noticed that when your building completes construction, it sits there saying "Completed" and it doesn't go away until you click on something.
That all goes away with the UI v2. Your web browser will sit there listening for "events", and when the server has something to tell you that happened without you performing an action (ie someone cast a spell on you, your building completed, you got mail etc) it will tell your web browser to invisibly and silently refresh your game world, and change whatever needs to be changed.
This means that - in the future - when a player asks you for a private chat conversation (yes, that is coming!) - then you'll be instantly notified of this request and can choose to accept it immediately.
On the screenshots below you'll see a "Notification" window on the right hand side. We're moving away from the ingame mail system we currently have whereby you get dozens - if not hundreds - of mails about things you don't necessarily care about.
All of the system generated emails such as combat reports and trade emails will be removed from the mail system and into a searchable set of report interfaces. The Notifications System (with a History) will tie these different kinds of events (military, trade etc) into chronological order, and link directly into the report. For a period of time we'll run the two systems in parallel, but the ingame mail system
will ultimately only be for player-to-player communications.
It Means Less Clicks
One of the things that's frustrating - especially when dealing with multiple cities - is the number of clicks it takes to get around and manage things.
UI v2 puts the most used "common" tasks right at your fingertips, either through the new satellite button system on the top navigation menu, or on a bunch of newly created pages such as a complete production overview of your town(s).
Similarly, we've provided common functionality on elements such as player names, town names, map coordinates, military units etc. This means that, for example, every time you see a player name (in chat, in a trade, in a combat report - wherever) you can click on that player's name to see further details and interact further.
We've also brought in many of the commonly requested functions, such as a single button click for "Produce as many X as I can currently afford" on the production pages.
It's Prettier
The new graphics for navigation are cleaner and more visible than ever before, and there are many enhancements to the visibility of numbers and text. We've also designed the new UI with vision impairment and colour blindness in mind.
We've also localized certain functionality - whilst things (events) still run off server time, the server will read your browser locale preferences when deciding to display the 12th of November 2010 as 12/11/10 (UK) or 11/12/10 (US).
It's Got a New World Map
Perhaps the most visible, and useful, change for players is on the new World Map.
It's the same world as before, pretty much, but we've expanded the number of terrain graphics from the 60-odd there are now to more than 200 distinct terrain types, also covering the new biomes.
We've introduced Coastline and River Bank graphics to the whole mix, as well as a host of new NPC square types.
Also, we currently only have 6 City Graphics, from a small hut to a mighty white castle. This has been changed to 19 City Graphics that upgrade with your population
for each race.
The World Map can also (optionally) display a wide variety of overlays - from Sovereign Claims to City Names, from Region Names and Borders to highlighting (eg) NPC Resource squares or hostile armies.
A clickable "minimap" is also an alternate method of navigating around the world, and this can be set to show region, terrain, or water feature.
The zoom level you can rise to has also been lifted.
On the current world map, the maximum level of zoom is
13x13 squares (169 in total).
In the new world map, every player gets a default maximum zoom level of
21x21 (441 squares in total), and players with Active Prestige Accounts can go out to
31x31 (961 squares in total). We will also be introducing a new set of Strategic map zoom levels to cover the gaps from 50x50 through to 1000x1000. These strategic map zoom levels will be available to Active Prestige Account holders only; however they won't be in this first release!
The Screenshots below illustrate some of these changes to the World Map.
Example: World Map, with borders and Region/Town Names "On",
Water Minimap, also note the Satellite buttons on the Military menu
Right-Click on Image and (depending on browser) you should be able to
"View in New Window" to see at full size.
Example: World Map, moused-over a Trade Hub,
highlighted NPC squares, Region Minimap
Right-Click on Image and (depending on browser) you should be able to
"View in New Window" to see at full size.
Example: World Map, Coastal Region,
Maximum Zoom
Right-Click on Image and (depending on browser) you should be able to
"View in New Window" to see at full size.
Example: Icy Wastes, Maximum Zoom
Right-Click on Image and (depending on browser) you should be able to
"View in New Window" to see at full size.
GENERAL SPRUCE UP OF OTHER PAGES
Many of the pages that currently exist ingame have had a spruce up - to give more information, more useful information, and/or to be clearer.
This task isn't complete yet, and - after this initial release - we will be going back through many of the existing pages tidying them further, however here's the kind of thing we mean.
Example: The New Trade Interface, interactive graphing
Right-Click on Image and (depending on browser) you should be able to
"View in New Window" to see at full size.
There are many, many other elements of the new UI v2 that will be released over the coming days and weeks that should help improve all areas of the game experience for all players. Not all of the functions mentioned here will make the first release, but most will - and the second release won't be far behind!
We hope you're as excited about this as we are, and it proves to be a great Christmas present for everyone.
Regards,
GM Stormcrow
Edited by GM Stormcrow - 22 Dec 2010 at 23:50