Learning Game Design with Arcade Berg

5Dec/092

My horrible mini-map

Every now and then I bash other games' design choices, making it sound like I'm so much better (which of course, I am). And it's not like I each and every time give some examples of how to do it in a better way.

Anyway I thought it would be fun (for you, not me) to see some of my bad designs as well.

Back in the summer 2006 I wrote a game design document for a game I was thinking about trying to have developed as a spare time project. I called it Agumented as a project name and it was a top down shooter with some strategic elements in a Sci-Fi setting. I might have been a fun game indeed, but not earth shaking in it's innovations. In the end, I never tried to develop it.

Looking back at it, the "worst" part about it must be my mini-map.

How it works:

  • It's in full 3D, formed as a cube, where each side represent a perspective of the level.
  • The player wouldn't start with 100% of the map discovered, unless it's been acquired somehow in advance.
  • The cube could be rotated by being controlled by the player.
  • It would show your location as well as enemies within your line of sight or otherwise detected with various equipment.
  • It would be placed in a corner of the screen meanwhile playing, so keep in mind that it's a mini-map and not a map reached from the Pause screen.

Have a looksie at the picture.

The different sides on the cube are "cameras" looking in XYZ.

The different sides on the cube are "cameras" looking in XYZ.

Why it's bad:

If I were to see this design in a game today, it would probably drive me crazy. I can really understand how I thought back then and in theory it works, but the problem is that I don't think it's easy to read at all. To actually understand my surrounding and what's going on, I would have to look at all three sides individually and then combine the gathered data into one piece of information.

Heck, I don't know. Maybe that's easy for a person to do, but if there's a complex environment with walls, stairs and the player's position along with five enemies, I think it would be hard to get an instant overview.

When using a simple top-down map like in most games, we can process the information instantaneously.

Any piece of on-screen-information like this should require an absolute minimum of time and effort to compute, if you ask me. Clearly, that's not the case here.

The mistake I made:

Unfortunately, I think the main reason for why "this happened" was because I wanted to make something new and interesting, instead of using something old that's proved to work. I'm not against innovative thinking at all, but I don't think it should be forced like I did here. I did it "because" even though the results were worse, which I didn't see at the time.

There you have it. One of my bad designs over the years. I hope enjoyed it, because I didn't...

Comments (2) Trackbacks (0)
  1. I’m not sure if this counts as irony, but everytime I look at your map, I find myself trying to put a fourth dot in the picture that would represent where you “actually” are. I guess, i feel like I should be looking into the cube for the information, not reading it’s faces. On the flip side, the cube motif might actually be kinda cool if there was only one dot that represented where you were (A composite of the the coords, like if you were looking into it), but that the cube itself would rotate based on which direction you were facing… something on the line of a true 3d mini map.

    It’d sort of serve as the Compass points you find on some minimaps (so you know which cardinal direction you faced), except that it would function in 3d. By the by, if vertical travel is not a strong core mechanic, it’s a waste of time… but for spaceship games, or underwater stuff… i could see it being handy.

  2. @Mike C
    “[...]everytime I look at your map, I find myself trying to put a fourth dot in the picture that would represent where you “actually” are. I guess, i feel like I should be looking into the cube for the information, not reading it’s faces.”

    I understand exactly how you mean. To be honest, I hadn’t thought about it that way but now I can totally see it.

    The one dot idea is actually quite interesting. A virtual representation of your surrounding. That could actually work!


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