Excalibur breaks the mould of traditional space simulation games by putting the player firmly in the boots of an experienced Starfleet captain. From the outset you will be able to control your character and command your ship as if you were standing on the bridge yourself. From taking direct control of the helm, to transferring command of any ship in your task force, or even calling your senior staff to the briefing room to discuss mission tactics; Excalibur is the most immersive Star Trek experience ever. Set six months after the events in Star Trek: Nemesis, Excalibur's story mode deals with the turbulent political scene caused by a decade of war and turmoil. From the second Borg incursion in First Contact, to the fall of the Dominion and the collapse of the Romulan political system; these events resulted in huge loss of life and changed the Alpha Quadrant forever.
Hey! Aric here, this month I'm going to chat with you about how the STE team has gone about creating the code side of our LCARS inspired interface, and a little bit about the future. Developing and designing a code framework for a user interface is what I find fun, and it is even better when there is a team of talented people to work with and bounce ideas off.
Posted by markdw on Dec 2nd, 2012 Page 1 of 2
Our biggest challenge behind the scenes is our HTML/CSS framework. The main issue we had was that, as we implemented elements into a fully working interface, it was not dynamic enough, nor was not easy to mod; so back to the drawing board we went.
One of the aspects we had to review was our element shape framework. Previously each element type had its own class variant for each shape type (vertical_Pill, horizontal_Pill). Now, however, the same theme class names are used no matter the element (tm_Pill). Another aspect we reviewed was the separation of the element styling from the layout. Before our button stacks were an element in themselves; now the button stacks are just a layout wrapper containing buttons we can choose within.
A few months ago we showed a video illustrating the visual, and some code, aspects of our UI (check it out here). Since then we have expanded our theme-sets to include two more common shape types, along with newly designed and re-designed base elements, as needed. Our themes also include a reverse layout for LCARS, elbows do not always point in one direction! All of this change have been due to the reshaping of our backend framework.
The team has been working on creating full interfaces with this new framework as the game progresses. With our visual styles and elements now set, we can now, mock up how we want an interface to look, function, and feel; which has been a very rewarding part of the process. It is a great collaborative experience; team members freely create demo samples and we then pull the best ideas together.
One of the advantages in our UI layout mock-ups is that our interface is practically one hundred percent vector. This allows us to store elements and layout segments in Illustrator. Any member can put together a mock-up in a fraction of the time it would with bitmaps. My personal goal is to have the entire framework rendered in the vector format. There would be no bitmap images to stretch, distort ,or pixelate; simply crisp smooth images, even at our lowest supported screensize.
So, with this in mind, I take our first “what we want” elements and slim them down, tweaking the interface to remove the limitations of web technologies and LCARS. Two of the core objectives within the team is that the UI has the feel of what is seen on the show and that is it still usable, as the user is the priority.
We informally categorize different aspects of each interface into a few categories such as aesthetics, framing type, essentials and appropriate HCI layout. Building from this point, decisions are made about what types of LCARS framing and look can be maintained without distracting the user from the game itself. Next we approach things, such as aesthetics, and add the details users would expect to see in a LCARS environment.