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Looking for Idea's on how to graphically represent

Posted: Sun Sep 13, 2015 9:41 pm
by Ghoul
Calling all graphics guys!!!

I'm looking for Idea's on how to graphically represent the campaign against 21CW. First team to 70 points wins in this campaign so a battle map is out. I need something we can use on the front page that I can update every week.

two tanks racing with tick marks showing which one is in the lead?
two bullets that are filled with color as each team scores points?

I'm up for any ideas. if you can put together a graphic to help visualize your idea that would be great!

Re: Looking for Idea's on how to graphically represent

Posted: Mon Sep 14, 2015 5:34 am
by ViperXVII
Well since no one else wants to I'll get the ball rolling ^^

Mock-ups are indeed just mock-ups. Demo not representative of Final Quality ©

HP bar system

Image

Tug of war system

Image

Re: Looking for Idea's on how to graphically represent

Posted: Mon Sep 14, 2015 11:44 am
by InsanityRocks
+1 on the HP Health Bar :thumbup:

Re: Looking for Idea's on how to graphically represent

Posted: Mon Sep 14, 2015 12:46 pm
by Ghoul
Nice job! I like the HP bar system better since it's easier to read. Let's flesh that one out some more. Battle date, next battle, VS, rounds played, maps played, round results, victory finish line.

I can add those, however I'd like to see your ideas.

Re: Looking for Idea's on how to graphically represent

Posted: Mon Sep 14, 2015 1:29 pm
by ViperXVII
Hmm I dont remember much about the graphics design guidelines, and I suck at concept art. But I think that might be too much clutter? IDK. This is what I thought could be added without excessive clutter but no idea.

Image

Re: Looking for Idea's on how to graphically represent

Posted: Mon Sep 14, 2015 1:49 pm
by Gonzo
I like the tug of war style, but won't really work if we're in a race to a particular number of points. Same goes for health bars: they imply that points are being depleted instead of gained. An easy solution would be a thermometer-style representation, or maybe a Baseball scoreboard with battledays for innings.

Re: Looking for Idea's on how to graphically represent

Posted: Mon Sep 14, 2015 1:59 pm
by ViperXVII
We are though. He who reaches 70 points wins. Thus if you just invert it and take away, you are accurately representing how close to victory you are.

Re: Looking for Idea's on how to graphically represent

Posted: Mon Sep 14, 2015 3:01 pm
by Gonzo
It kinda works if you also invert the campaign system so the goal is to lose the 70 points you start with. Otherwise one system is counting up, while the other is, at least visually, counting down.

Re: Looking for Idea's on how to graphically represent

Posted: Mon Sep 14, 2015 4:29 pm
by ViperXVII
Quite true. The only problem with the risk map is representing it correctly. Since the outcomes of each week are unknown, it would be a pain to re-assess territories based on damage done, at least that was what I gathered. Having a simple tug or bar requires no calculations?

Re: Looking for Idea's on how to graphically represent

Posted: Mon Sep 14, 2015 6:04 pm
by StarfisherEcho
I like the health bar (reminds me of fighting games) and if you take that metaphor all the way it will work fine I think. Each community starts with 70 health, and each time you win you damage the other guy.

We could even have a fatality round! For reasons.

Re: Looking for Idea's on how to graphically represent

Posted: Mon Sep 14, 2015 6:17 pm
by InsanityRocks
Herpa derpa - I internally translated the HP bar into an XP bar, where points are gained in order to reach the next level.

HP denotes a given maximum which must be depleted.

Either case works, though, from the announcements and such, "first to 70 points wins" infers we all start with 0 and work our way up.

That's why I don't think the tug of war graphic works because it appears the loser is winning: in tug a war the group that pulls the flag to their side wins.