Interaction Model And UX
The interaction model should follow the scope framework rather than fight it.
The game does not merely have camera zoom levels. It has eight operational layers, grouped into four scopes. The UI should make moving between those layers feel natural and consequence-driven.
Scope 1: Planetary
Region layer UX
Core verbs:
- place machines
- connect logistics
- balance ratios
- manage power
- inspect local bottlenecks
Important tools:
- throughput overlays
- congestion overlays
- starve and flood warnings
- one-click path tracing for belts and pull rails
- clear embodiment and chassis state indicators
Inter-region / continental UX
Core verbs:
- inspect deficits
- assign specialization
- move goods between regions
- diagnose planetary bottlenecks
Important tools:
- regional import and export ledger
- bandwidth and priority controls
- visible regional role labels
- shortage propagation alerts
Scope 2: Space station
Exterior UX
Core verbs:
- place and upgrade exterior modules
- monitor docks and orbital traffic
- assess external power and cargo throughput
- manage exchange with planets and frontier routes
Important tools:
- station silhouette or hull planner
- docking state panel
- orbital traffic overlay
- exposed infrastructure warnings
Interior UX
Core verbs:
- design station production
- manage module interiors
- build rockets and shuttles
- tune high-value manufacturing lines
Important tools:
- persistent station sidebar
- fast switch between interior sectors
- internal transport overlays
- queue and capacity panels for shipyard production
Scope 3: Interplanetary frontier
Route and gate UX
Core verbs:
- create routes
- assign trade flows
- place gates
- monitor strategic graph health
Important tools:
- route planner view
- gate network map
- per-link risk and capacity visibility
- Flux front proximity overlay
Frontier operations UX
Core verbs:
- prospect and mine asteroids
- probe anomalies
- establish outposts
- stage new orbital footholds
Important tools:
- asteroid hub panel
- hazard and integrity indicators
- expedition readiness status
- colonization staging checklist
Scope 4: Elemental stabilization
Lattice layer UX
Core verbs:
- scan atomic fracture patterns
- place stabilizer anchors
- connect local repair meshes
- verify structural integrity under stress
Important tools:
- local lattice stress overlay
- contamination and fracture map
- anchor stability indicators
- repair propagation preview
Flux field layer UX
Core verbs:
- tune harmonics
- route stabilization pressure
- observe resonance spread
- prevent overload or inversion
Important tools:
- field-flow visualizer
- harmonic tuning panel
- resonance conflict warnings
- macro-to-micro coupling display
Global UX principles
1. One consistent guidance channel
Tutorial and hint systems should not fragment by scope. The player should feel that they are learning one coherent game, not eight partially connected interfaces.
2. Persistent top-level context
A global top bar should remain visible across layers and expose:
- active mind location
- sync status
- critical alerts
- current logistics emergencies
- priority construction or research tasks
3. Alert-driven navigation
Clicking an alert should move the player to the correct scope and highlight the source of the problem.
4. Scale should preserve accounting
When the player moves from a region to a continent, or from a station interior to a solar route map, resource logic should remain legible. The UI should never make the simulation feel like it changes rules when the camera changes context.
Hotkey concept
A simple first pass:
1: region layer2: inter-region layer3: station exterior4: station interior5: route and gate layer6: frontier operations layer7: lattice layer8: flux field layer
The exact mapping can change, but the conceptual rule matters: each operational layer should be reachable directly, and the player should not feel lost while moving between them.