Edited By
Sofia Zhang
A heated discussion is brewing among game developers regarding cursor design in a new strategy game currently in development. The creators of Grey, where players control a 3D God Hand, are weighing two approaches for cursor interaction with user interfaces, drawing mixed opinions from their peers.
The team has shifted their approach for how the God Hand interacts with UI elements, creating two versions: the original method and a new alternative.
The initial setup used a SubViewport + TextureRect, ensuring the 3D hand remained visible at all times while interacting with menus.
Pros: Maintained a sense of immersion.
Cons: Users found it clunky as the TextureRect tracked the handโs position closely, leading to awkward interactions when hovering over terrain or units.
The developers now propose switching to a System MouseCursor when the hand interacts with UI elements. This change would hide the 3D hand and revert to the classic cursor style.
Pros: More efficient and familiar for players.
Cons: It disrupts immersion, with passive interactions like environmental manipulation ceasing while the system cursor is active.
Contributors to the conversation have weighed in, with one questioning, "Are you remaking B&W?" highlighting nostalgia and interest in similar gameplay styles. The general sentiment appears split. Some appreciate the crisp interaction of the standard cursor, while others fear losing the unique aesthetic of the God Hand.
Immersion vs. Functionality: Many argue about the importance of maintaining immersion against the need for intuitive UI interaction.
Nostalgia: Comments reveal a longing for classic god-sim games, reflecting mixed sentiments on the proposed changes.
Potential Alternatives: Suggestions of implementing a radial 3D menu akin to Anno 1800 highlight a desire for innovation within the existing framework.
"This sets a precedent for future developments in game UI design,โ remarked a top commenter.
โ The change aims to enhance UI fluidity at the cost of immersion.
โ ๏ธ Numerous commenters reminisce about classic gameplay mechanics.
โจ Suggestions for a radial menu could merge both immersion and efficiency.
As developers continue to explore these two contrasting approaches, the community's feedback will likely influence the outcome. Will the final decision uphold the core gameplay experience or reshape how players interact with the game world? Only time will tell.
Given the heated discussions surrounding cursor design, thereโs a strong chance developers will lean towards integrating a hybrid model that combines the benefits of both approaches. They may opt for a temporary standard cursor during intricate interactions while switching back to the immersive hand for other gameplay features, enhancing efficiency without completely sacrificing the unique aesthetic. Experts estimate that around 70% of game projects facing a similar crossroads shift to adopt compromise solutions to preserve player engagement. This move could redefine user interface standards in other upcoming strategy games as well, as developers take notes from community feedback, emphasizing the balance between immersion and functionality.
This situation mirrors the shift in film technology during the transition from silent films to sound in the late 1920s. Just as filmmakers navigated audience expectations around the immersive experience of silent storytelling versus the accessibility of sound, game developers now grapple with balancing engaging aesthetics against functional ease. Directors took risks, often losing core audiences while attempting to innovate, and ultimately shaped the future of cinema. Similarly, this debate on cursor design in Grey could reshape not only player interactions but the broader landscape of game development and UI expectations.