Real-Time Wargame Simulation
A benchmark for illlustrating direct manipulation techniques, animation, and sound

HCI 830 User Interface Software
Homework 1 - Create a Benchmark Description
20 January 1999
Chung-Man Tam


Introduction
The Real-Time Wargame Simulation is a benchmark that investigates how direct manipulation, animation, and sound can be combined to create a compelling gameplay experience.  This involves simulating how a real commander would survey and command troops in the battlefield.

This benchmark will be representative of traditional wargaming interfaces where the user will be able to plan strategies for accomplishing certain battlefield objectives and implement them via direct manipulation.   Feedback will be returned through sound and animation in simulated real-time.

Examples of this genre

Some examples of this kind of interface can be found in computer wargames currently out on the market.  For example:

  • The Close Combat series by Atomic games
  • Sid Meier's Gettysburg! by Firaxis

These games utilize a direct manipulation interface where the user can:

  • Pan and zoom the battlefield map
  • Direct troop movement by dragging movement arrows
  • Move groups of troops which belong to the same unit
  • See where each unit is and what it is doing.
  • Hear feedback from commands given and from current actions
Why this is a good benchmark

This benchmark tests many of the features of direct manipulation

  • Dragging objects with a mouse
  • Loading and viewing images
  • Creating context menus
  • Scrolling across a large viewable area

It also tests some features of animation and sound by animating objects and other time-based behaviors.  Also, it should animate "drag and drop"-type operations by indicating information depending on where the mouse action terminated.

 

Benchmark Specification
Unit Commands
Unit Selection A unit can be selected in two ways:
  1. Clicking on any of its unit members.
  2. Dragging a bounding box around a unit or units.  This allows for multiple selection.

When a unit is selected, a partial blue box appears around all the unit members.  If multiple units are selected, a partial blue box appears around all of the unit members.  The commander of that unit will also be bound by a small circle.  The main battlefield screen will show all the currently selected units.  When the user right-clicks on a selected unit, a context menu is brought up.  Refer to the Context menu section for details.

When the mouse is clicked off of the selected unit(s), the currently selected unit(s) is deselected.

Feedback A unit gives the user audio feedback in when the command is given.  Also, if the command is one that does not take effect right away, the unit will "report" completion of the assigned command when it occurs.
Context Menus When the user right-clicks on a selected unit, a context menu is brought up with the following elements :
  • Attack
  • Defend
  • Move
  • Move Fast
  • Ambush

The user can then move the mouse around freely.   If the user left or right-clicks on a menu item, that menu item is selected.   If the user left or right-clicks anywhere else, that context menu is closed. 

When Defend / Ambush are selected, the correct marker icon will appear over the commander of the selected unit. 

When Attack, Move, or Move Fast is selected a line is drawn from the commander of the selected unit to the current mouse location.  The color of that line depends on various factors, which are specified in the following sections.

Attack

Depending on where the mouse is dragged to, the dragged line will differ in color.

If the mouse is currently over a target

  • Red : If the target can be currently attacked.
  • Black : If the target cannot be seen or is out of range.

If the mouse is not currently over a target:

  • Orange : If the location is within range.
  • Black : If the target cannot be seen or is out of range

When the mouse is clicked, an attack icon appears in the current mouse location.   This icon differs slightly depending on whether or not the target is out of range, and whether or not a target was selected.

Marker icons for Attack
  Target selected (direct fire) No target selected (indirect fire)
Location/target in range    
Location/target out of range    

Defend

The unit assumes a defensive position.

The marker icon for Defend:

Move

The unit moves at normal speed to the specified location.   The dragged line will be in blue.

When the mouse is clicked, an icon appears in the current mouse location.  The marker icon for Move:

Move Fast

The unit moves at maximum speed to the specified location.   The dragged line will be in purple

When the mouse is clicked, an icon appears in the current mouse location.  The marker icon for Move Fast:

Ambush

The unit hides in whatever cover that it can and waits for opposing forces to come within a certain radius before firing.

The marker icon for Ambush:

Battlefield interface
Battlefield display

The main display will display the battlefield.  This will be a large image file that is larger than the map display screen.  The user will be able to scroll this battefield in all directions by moving the mouse towards the edges or corners of the battlefield.

Troops display

The troop display will show particulars of each selected unit member.  This includes ammunition count, weapon carried, current action, and icon.  Each unit member can be clicked on within that list.  This choice will be reflected on the battlefield view by drawing a complete square around the selected unit.  This allows the user to see where individual troop members are located.

Battlefield movement
The simulation will update each unit's position with regard to its movement type (Move, Move Fast) according to the game clock.  Troops can not be moved off the edges of the battlefield map.