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Unit Selection's final Optimization
After three sprints of development, we have basically completed the core functions and presentation forms required for unit selection. Here's a brief listing of what's been done previously:
- Selection and de-selection of a single unit & the display of infobox for a single unit
- Selection, de-selection for more than 1 units & infobox display of them
- Semi-selection effects display when selecting any number of units
- Two selection modes, "click to select" and "drag selection box to make multiple selections"
- hide/show function of infobox
We will be finalizing and optimizing the unit selection system in sprint 4, which will include:
- Detailed design of multiple types of unit selection.
- Processing of some static and dynamic data.
- Sound effects generated during interaction.
We will plan to redesign and implement the interactive experience by enhancing the above functions.
These features are derived from data analyzed by qualitative evaluations conducted during the previous development process, which can be found here.
After completing these tasks, we will start user testing for this part of the entire game, which can be found here.
Following is what unit-selection will be updated in sprint 4:
- Modify dummy text "Boxboy" to
unitName
- When displaying their properties (currently other teams have already implemented), add an icon to the left of the text to match the display
- When selecting multiple targets of the same type, only one unit avatar is displayed in the left
- If time permits, add hotkeys:
- During Semi-selection, press Q to achieve the selected unit
- During Semi-selection, long press Q to call out the selection box to select multiple units
- When the unit has been selected, press ESC to cancel all selection functions
Map
City
Buildings
Unit Selections
Game User Testing: Theme of Unit Selection & Spell System
Health Bars
In Game menu
- Feature
- User Testing:In Game Menu
Landscape Tile Design Feedback