As a new player, I should be able to get information about in-game design elements through informational tooltips, so I can better familiarize myself with the game board, cards, scoreboard, and more.
Currently, in our base game, we have tooltips for:
Largest army (on scoreboard)
Longest road (on scoreboard)
Resource cards (on scoreboard)
Development cards (on scoreboard)
Bank
Bank cards (lumber, brick, wool, etc)
Cards in hand
Ports (on game board)
Dev cards in hand
Steps:
[ ] Look at other mobile strategy games and collect examples of in-game tooltips (video & screenshots).
[ ] Brainstorm and list multiple designs that meet the acceptance criteria of the task to a satisfactory level.
[ ] Ease of use: Number of needed interactions with the UI, complexity of interactions, number of hands needed to complete the actions, thumb zone etc.
[ ] Acceptance criteria met:
[ ] Implement changes to update the rating values of the above designs
[ ] Identify any new player issues that may arise from each of your rough designs and the potential for them to be mitigated.
[ ] Decide on 1-2 designs that have the greatest potential to work in the mobile Colonist UI.
[ ] Get the greenlight from project owners to start work on a detailed Figma prototype for one of the high potential rough designs.
Acceptance criteria:
[ ] It should be easy and intuitive for players to view and dismiss tooltips.
[ ] Tooltips should exist for in-game elements that may be ambiguous to new players.
[ ] Existing tooltips should be used as a guide – but not necessarily a full list – for which tooltips are needed.
[ ] Tooltips should be easy to read and easy to understand.
As a new player, I should be able to get information about in-game design elements through informational tooltips, so I can better familiarize myself with the game board, cards, scoreboard, and more.
Currently, in our base game, we have tooltips for:
Steps:
Acceptance criteria: