Here's my most recent iteration of things in motion, using animation states from my most recent Style Sheet. From here on, I'm going to continue to add to things while going back and adding more whiz bang effects and animations on top of older elements.
Things I'm noticing now that will be addressed in the next animatic -- not enough attention is being drawn to the Talents section when the "Psych" tab is clicked. The shiny glow I have going on in that divider is just not noticeable in my peripheral vision. It should be more noticeable to draw my attention away to the other side of the screen to show me what I should be looking at. Also, the timing of the transitions between selected and not selected on the "Resources/Support/Psych" tabs is clunky and slow. I need to speed that up.
The rest of this post is going to be going into how I got to what is being shown in the animation.
This is my most recent Style Sheet, which I'm using as a guide for the different animation states shown in the mockup.
We have Icons!
Here are some more finalized versions of research icons based off of the sketches that were shown in the previous blog entry. I like the flatness of what's going on, but personally they're still a little muddy, and I'm considering bringing in a second color to help add more visual flair. As icons, some are still a little iffy on what they're trying to convey. "Stockpile Energy" is super on the nose and I need to make a version that sits better in that space. "Relocate Headquarters" should feel more like a fort, and less like a Rook in chess.
This version of the research screen isn't the one that was used in my animated mockup. I actually went back into this and scaled things down to give more breathing room so that the player will be able to parse this literal wall of information that they're seeing.
Here are two versions of the iteration that made it into the animated mockup. The only thing different is that I'm deciding whether or not to include the top bar, as that has information that could affect the player's decisions on what to research. I just liked the open space above the city name.
In the next pass I'm going to add more to the information happening on the top bar, which will make it more vital towards gameplay. I like how another 4X game like Endless Legend and Endless Space manage to go without using the top bar for information, and I think that Civilization: Beyond Earth might have too many different icons on its top bar -- I think I'd just like to find a balance between providing useful information to the player and providing too much information without context to the player.