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.

?asily迄今為止最令人興奮的消息了任天堂明星大亂斗最終宣布的是, 每一個字符會被返回到游戲中。

Around the world, Smash fans shouted “Yay!”

全世界的Smash粉絲大喊“是!”

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

而且,與此同時,UX設計人員大喊: “您如何將所有這些都適合UX !?”

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

任天堂以他們無窮的智慧回答: “當然使用了75個小圖標”。

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:

我主要是在開玩笑。 大多。 但實際上,讓我們看一下任天堂如何解決了在Switch上安裝75個可砸字符的巨大挑戰:

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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。 實際上,這有點不好(而且該屏幕實際上沒有所有字符)。 我有兩個主要的抱怨:

  • The character names are very, very small.

    字符名稱非常小。

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

    顯示您選擇的角色的框架在屏幕上占據了很大的空間。

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.

現在,重要的是要考慮到Smash Bros.系列產品具有這些字符選擇屏幕的既定風格-他們一直都這樣看。 但我認為我們可以做得更好。 這是2019年,有很多游戲都有大量角色扮演,所以讓我們看看我們可以從中學到什么。

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:

我想探討新玩家如何找到要扮演的角色,并假設他們對在Smash之外扮演自己喜歡的角色最感興趣。 因此,我從基于特許經營的過濾器入手:

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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.

這不是一個不好的解決方案。 您可以選擇要從中選擇的特許經營權,并且屏幕會根據您的選擇進行調整。

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.

對于新玩家,如果他們是Mario或Zelda的粉絲,則可以選擇這些特許經營權并獲得可用角色的精選列表。 它也可以用作比賽本身的修飾符-是否只想玩大金剛字符的比賽? 只需選擇DK類別。

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,我不相信這會幫助有經驗的玩家。 他們不希望從特許經營或類別中選擇。 取而代之的是,他們可能只想回到自己具有競爭力或最近正在練習的角色之一。

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

考慮到這一點,我設計了一種方法來更好地適合有經驗的玩家:

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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…)

這有點搖擺不定。 我喜歡“收藏夾”部分,但是嘗試顯示一些統計信息對我來說實際上是行不通的(也不知道我對霓虹綠的想法是什么……)

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.

無論如何,您可能已經注意到字符框變小了很多? 好吧,整理和重新排列屏幕以創建這些模型使我清楚地知道,角色選擇面板占用了太多空間。 這是屏幕的30%,幾乎沒有有用的信息。

Let’s see if we can fix that:

讓我們看看是否可以解決此問題:

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

現在,我們已經對元素進行了排序,我們已經打開了很多游戲空間。

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.

自從開始這個項目以來,我一直在思考多人在線戰斗競技場(MOBA)類型及其如何處理眾多角色。 有幾種方法:有些試圖炫耀角色的數量,例如《風暴英雄》 ,而另一些則尋求數據驅動的布局以幫助選擇,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,而風暴英雄(右)則與數量有關。

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

我將這些游戲作為下幾個原型的靈感來源,探索了它們使用的一些布局。 首先,這…嘗試:

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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.

除了以食人魚植物為特色的借口外,該模型實際上是暴雪對風暴英雄所做的直接模仿 這些字符屬于松散定義的類別-左上角是Mario,然后是Metroid,依此類推。

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.

這是一個有趣的布局,它可以使華麗的角色藝術真正發光,但并沒有做太多其他事情。 它當然不能解決任何問題,而且實際上,由于沒有空間容納更多字符,因此也不是真正可擴展的。

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,我在考慮如何復制DOTA 2接口提供的某些信息。 在Smash Bros中,選擇角色非常重要因此,無論是新手還是中級玩家尋找新的方式來交流每個角色的長處和短處可能是一個真正的福音。

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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! 這里有一些有趣的東西。 這里有一些關于風味的數據。 特許經營的圖標和字符編號并不能真正幫助您很好地選擇字符。 除此之外,我們還有一些實際可用的數據!

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,我認為新玩家對游戲的喜愛主要取決于挑選他們能夠理解并具有喜歡的游戲風格的角色。 因此,我添加了難度等級和一些圖標來指示他們是哪種角色。

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

將其放入UI中,類似于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.

這是一個很好的開始-您擁有很強的角色視覺效果,以及有關角色是哪種角色的一目了然的信息,而對于某些玩家而言,難度將大大提高。

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).

話雖如此,即使使用過濾系統,也很難處理70個以上的字符。 想象一下從字符1開始,您想選擇字符70 –滾動很多(假設它始終不會循環)。

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

考慮到這一點,我最后一次嘗試了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.

左側是帶有多個類別及其描述的垂直滾動條。 對于新手,他們可能只是滾動瀏覽并尋找低難度的選項。 中級玩家可以快速找到自己感興趣的游戲風格,然后從中進行挑選。 對于高級玩家,您只需提供一個“收藏”類別即可將其手動添加到其中。

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,這些設計中的大多數都有一個致命的缺陷: 一次只能有一個玩家選擇自己的角色 。 這實質上使所有這些方法無效,因為Smash的標題功能是其本地多人游戲模式。

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

考慮到這一點,我進行了最后一次嘗試來整理適用于多人游戲的紙牌布局:

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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.

我對這個降落的地方非常滿意。 有點忙,但這是我可以接受的讓步,如果它意味著UI可以幫助新玩家找到適合他們的角色。 我已經包含了過濾器和搜索功能,但是我將留給您關于它們如何工作的想象。

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.

當然,這種實現仍然不是完美的,特別是因為Super Smash Bros.Ultimate實際上支持多達8個播放器,而該UI根本無法擴展。 我認為在那種情況下,我很想回到原來的布局。

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.

盡管存在缺陷,但我還是度過了愉快的時光來探索此UI及其所帶來的各種挑戰,希望您喜歡我的思考。

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!

謝謝閱讀! 希望您喜歡Smash的UI分解和重建。 如果您對我概述的某些問題有自己的想法或解決方案,我很想聽聽!

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翻譯自: https://medium.com/super-jump/armchair-vgux-super-smash-bros-ultimate-e16bfeeea0c9

stack smash

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