Plan for Brett Fattori
by Brett Fattori · 10/22/2004 (3:11 pm) · 7 comments

dRacer will contain an editor that simplifies track creation, to the point where people will actually enjoy creating tracks. I know that's a bold statement, but that's what we're shooting for. From the shot above, you see many elements that seem standard for the Torque's built-in world editor, but we've taken it a step further.
Too many times people rely on the built-in toolset to provide the functionality that their end-user will demand. Or, they recognize early on that the world editor will be too difficult for someone to understand or use and simply disable it.

Simply providing a user with a menubar and a tree of objects isn't enough. You have to introduce concepts that are well known in the GUI world. Without these elements, you could hide all of your functionality deep within the menus and leave people scratching their heads. Providing something as simple as a toolbar, with meaningful icons and tooltips, can be challenging. However, it provides the user with immediate access to the functionality contained in a menu.

I spent many hours thinking about the icons that were going to go onto the buttons on the toolbar. After some investigation, I found a nice, simple way to convey the information I wanted the end-user to know. By spending some time with the code, I created a toolbar component that you can add any GUI control to. It enhanced the feel of the editor, and made it much easier to navigate.

Adding other common elements, such as a tabbed display of the available parts, made the editor even easier to use. You really have to think about accessibility when designing the user experience. Before they were tabs, I had buttons that selected the parts bins. They didn't make as much sense because they weren't intuitive. People would end up scratching their head over what those buttons were there for. But with tabs, they almost know intuitively what they do. Capturing this intuition is important in the overall design of an interface.

The next step is to put additional options into dialogs. Now, you could lump options upon options into your dialog much like the World Editor Settings dialog. However, your end-user will then be swamped with things to select, modify, and slide. You would have to spend a lot of time writing documentation to cover all of the options. By atomizing ideas into simpler dialogs (even if there will be many) you can simplify the experience. I used to think it looked cool to lump everything into a tabbed display with hundreds of tabs and thousands of options. The problem was that my end-users couldn't remember where anything was. For dRacer I've been trying to tie one dialog to each menu item or toolbar button.
You also have to provide feedback in your dialogs. Simply providing a slider with a minimum and maximum value isn't enough. By popping up a simple tooltip with the value, or by displaying the value under the thumb of the slider, you provide the necessary feedback. Change should also be as immediate as possible. In most cases, if a user must press Apply or Ok to see their changes, they might make mistakes that they otherwise wouldn't make.

When you collect common tools under one dialog, be sure to use tabs to separate the atomic parts. Don't put everything into one giant scrollbox that the user must go through to find what they want. Group the individual elements logically within a dialog or tab, and group those groups logically. I know that almost sounds like black magic or artistry... And it is a little of both. You have to create a flow that makes the user want to come back to your environment.
All in all, I've been learning a lot from designing the track editor. I've done and re-done many times, with each revision becoming that much clearer. Also be sure to ask for feedback from those around you. If it's too hard for someone else who works with you to understand, imagine what the end-user will go through.
Finally, this doesn't just apply to editors -- This applies to any interface you're designing. When you look at the play interface, you might think that having health, position, top-down map, weapons display, radar, on-board computer, chat dialog, crosshair, compass, oil levels, hydraulics status, etc. look cool. But do they just end up stealing from your experience and confusing your end-user?
I hope this has helped at least someone.. I know it's helped me.
- Brett
About the author
Recent Blogs
• A small hello• Recent Stuph
• So long and so out of touch...
• Plan for Brett Fattori
• Plan for Brett Fattori
#2
As a kid, a friend and I would take our 2 identical race track sets and make a super track... now, wouldn't it be cool if you could kind of quickly and cooperatively lay out a race track during multiplayer (from scratch or based on a template)... kind of a simple strategy game kind of thing... maybe by spending points you could lay out hinderances for your opponent (red), or bonuses for yourself (blue)... and then race on the track you've made? On the next round, modify the current track with stuff... or move to a new map... play the editor!
At any rate, dRacer looks very cool...
10/22/2004 (4:32 pm)
Great looking toolbar!!!As a kid, a friend and I would take our 2 identical race track sets and make a super track... now, wouldn't it be cool if you could kind of quickly and cooperatively lay out a race track during multiplayer (from scratch or based on a template)... kind of a simple strategy game kind of thing... maybe by spending points you could lay out hinderances for your opponent (red), or bonuses for yourself (blue)... and then race on the track you've made? On the next round, modify the current track with stuff... or move to a new map... play the editor!
At any rate, dRacer looks very cool...
#3
I can't wait till we have an easy plug-in system for Torque, so creating this kind of stuff will be faster for everyone. Can you make a toolbar with a button I can press to fast-forward three months?
Awesome job man, great work and great .plan. dRacer of course is rocking. Keep up the good work, this is exciting. :)
10/22/2004 (6:22 pm)
Brett, that's awesome. Your color picker, and precip / particle editors look sweet. The write-up on interface design is very good. I'm really impressed by the interface stuff that guys like Dave Wyand and you do. It's hugely important, and it's great to see stuff like this being done in Torque.I can't wait till we have an easy plug-in system for Torque, so creating this kind of stuff will be faster for everyone. Can you make a toolbar with a button I can press to fast-forward three months?
Awesome job man, great work and great .plan. dRacer of course is rocking. Keep up the good work, this is exciting. :)
#4
Nice to see you have a color picker in there too.
One can never underestimate the importance of basic, everyday art or word processing tools you see in other programs.
One of my favourite sites on GUI design is digilander.libero.it/chiediloapippo/Engineering/iarchitect/.
Although the real site no longer exists, and therefor it isn't updated anymore, it pretty much got across the point on some of the worst UI's i've seen.
10/23/2004 (12:03 am)
Great editor Brett :)Nice to see you have a color picker in there too.
One can never underestimate the importance of basic, everyday art or word processing tools you see in other programs.
One of my favourite sites on GUI design is digilander.libero.it/chiediloapippo/Engineering/iarchitect/.
Although the real site no longer exists, and therefor it isn't updated anymore, it pretty much got across the point on some of the worst UI's i've seen.
#5
Did you ever get around to releasing your helicopterClass? I emailed you the other night and unfortunately my email has since been hijacked so if you replied I'm sorry but I didn't get that email. You can send a reply to toddthefrog (at) hotmail.com or reply here.
Thanks!
Todd
11/07/2004 (8:56 pm)
Brett,Did you ever get around to releasing your helicopterClass? I emailed you the other night and unfortunately my email has since been hijacked so if you replied I'm sorry but I didn't get that email. You can send a reply to toddthefrog (at) hotmail.com or reply here.
Thanks!
Todd
#6
You have inspired me to work even harder on my racing game. I truly want to learn how to create things like the track editor and not just use something pre-made.
What resources did you use and recommend to learn the inner workings of Torque to do great things like this?
06/23/2005 (7:34 pm)
Brett,You have inspired me to work even harder on my racing game. I truly want to learn how to create things like the track editor and not just use something pre-made.
What resources did you use and recommend to learn the inner workings of Torque to do great things like this?
#7
Brett,
Could you point me in a way in how to implement a track system like that?
Thanks
12/06/2006 (9:07 am)
It`s amazing!! Brett,
Could you point me in a way in how to implement a track system like that?
Thanks

Torque Owner Matt Sayre