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Minimap at the lower left, lower right, upper left, upper right. Which location is more pleasing?

Discussion in 'Game Design' started by asperatology, Nov 8, 2015.

  1. asperatology

    asperatology

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    I was told that I should post here instead of in the Unity UI subforum. So, here it goes.

    ______________________________________________________________________________________

    I have a minimap on the screen that is 1/9 of the full camera view size (split in 9 equal parts, the minimap takes up one of the squares). But I have 4 corners that I can choose from: lower left, lower right, upper left, and upper right.

    Which corner is the best place to put the minimap at, so when the player sees it, it is more pleasing?

    I know lower left and upper right are corners where the minimaps will usually be placed. But I would like to have some opinions before continuing. Care to give any?
     
  2. RockoDyne

    RockoDyne

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    Traditionally it's the lower right. Unless there were studies done years ago, I don't know of if there is an actual reason for it though.

    Just taking apart quadrants, top and bottom should have be a pretty objective decision. Depending on the camera angle and the intended focus, you might have to consider the range of color (especially if it's a translucent minimap) and where the action is. With a lower camera angle, the upper half of the screen can easily go from washed out skies to pitch black caverns. The other issue is that sometimes the center of action is lower on the screen, so a minimap in the lower half can obstruct the view, if not obstruct mouse input.

    As far as left or right, my gut says right because top left is usually where health bars go (so it's right for balance).
     
  3. Philip-Rowlands

    Philip-Rowlands

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    I'd say wherever it least obstructs the player's view, depending on the rest of your layout.
     
  4. Kellyrayj

    Kellyrayj

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    I read your question and i thought it was strange that I even have an opinion on this. My gut says top right. I can't really pinpoint why. Playing WoW for so long perhaps?

    It most certainly can't obstruct the gameplay view.
     
  5. TonyLi

    TonyLi

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    I think games like WoW use upper right because the player looks forward and down on their character, so the minimap's out of the way.

    In RTSes, on the other hand, the player scans the entire world, and a minimap in the upper right would block their view of what's incoming in the distance.

    Do you have any mockups?

    What kind of gameplay?
     
    Kellyrayj likes this.
  6. asperatology

    asperatology

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    Working Mock-up. This is a real time strategy game.

     
  7. TonyLi

    TonyLi

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    So it's a pure top-down view, not seen on an angle?

    Since it's an RTS, I'll go in with the others to vote lower right, since that's what players are used to. Also, your action buttons will probably at the bottom, and it's important to keep those close to the minimap for efficiency. [EDIT: I forgot that a lot of RTSes also use lower left. So one of those lower corners. :)]
     
    Last edited: Nov 11, 2015
    LMan likes this.
  8. asperatology

    asperatology

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    The camera view can change/jump/rotate/roll/yaw/etc. I just don't know if most of the maneuvers are necessary.

    I'll take heed. Thanks.
     
  9. Kiwasi

    Kiwasi

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    I've seen minimaps for RTS everywhere. There is no particular standard for where they should be. Nor do I think there is any particular science behind it. Simply choose a location that works with your overall AI and look. And one that isn't going to block the players view of anything important.

    Here are a few locations from games I've played and loved over the years. Supreme Commander was the only one where the minimap actually became a talking point. And that was because it was a relatively cool idea to be able to zoom smoothly between minimap and the playing field.

    Top Left


    Top Right



    Bottom Left



    Bottom Right



    Overlay



    Pop up

     
    TonyLi likes this.
  10. Dzheyk

    Dzheyk

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    I've always liked my minimap in the bottom left for any RTS. When commanding troops it always feels more natural to have their menu at the bottom right. Hope this helps you in your decision!
     
  11. Marrt

    Marrt

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    Warning, pure speculation ahead:

    Minimap is used for overview, if people try to orient themselves they mostly look at the start (top left in europe & america). Take Reading for example, if you read you start at the top left corner of the text.

    So my brain is primed to look at the top left corner when interpreting visual input while knowing that related soon-to-be-interpreted content is to be found to the right and bottom of that point. My peripheral view is therefore better trained on the bottom right quadrant of my visual field (I speculate that if you would map the visual cortex for the quadrants of your vision you will see that this quadrant has a larger size in the brain)

    So my answer is "minimap on top left" - if it is very mandatory to gameplay (needed to be looked at often) because of the speculation that your lower right peripheral field of view can better track the content of the main screen than any other quadrant while looking at the minimap.
     
  12. Martin_H

    Martin_H

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    I think its mostly up to what the specific user is used to. If possible I'd let the user choose the corner and size of the minimap.
     
  13. Dennis_eA

    Dennis_eA

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    1. Pick a game that comes close to yours (genre) and is the most successful in its genre (MMO -> WoW etc.).
    2. get *inspiration* from their UI layout

    No I don't like copycats that's not my point, but chances are that players have played that other game before (most successful -> higher percentage) and the UI or at least the minimap position feels familiar .. to most.
     
    Martin_H likes this.
  14. Socrates

    Socrates

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    Given a choice, having the minimap position changeable means players can choose.

    Personally, I like my minimap in the top, right corner -- the same place as the rear view mirror is when I'm driving. My eyes and brain are comfortable with the quick glances up to it as I'm doing other things in the game.
     
    Ryiah and Marrt like this.
  15. Martin_H

    Martin_H

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    By the way: my firewall blocks the website the first linked image is on. Seems to be shady.
     
  16. michal_k

    michal_k

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    For some reason I read the topic as "Mipmap position" and for a while I could not comprehend what the hell are you talking about :oops:
     
  17. Kiwasi

    Kiwasi

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    Huh, I just grabbed the URLs directly off of google images. For reference the first image is from Warcraft 1 which has a minimap in the top left..
     
  18. JoshuaMcKenzie

    JoshuaMcKenzie

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    This is more a UX(User experience) issue than a game design one.

    Personally I would do some UX testing or even better get a third party UX lab to test it for you. A couple months ago our game was submitted to a UX Lab to do some testing on our game and through the use of eye-tracking they found where most of the users spent their time looking at. we changed our UI based on the results to make it more palatable to our users. Our UI has gone through several iterations in the past couple months and it has gotten better with each iteration.

    get others to play-test your game and ask what they feel. Don't worry if you don't get it right on the first try. its more important that you have something to show so that you know how you can improve it through iteration. That said don't fall in love with your (UI) design because in order for it to evolve you will need to be prepared to change it
     
  19. AcidArrow

    AcidArrow

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    Be a rebel and put it in the middle of the screen! :p
     
    Last edited: Nov 27, 2015
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  20. ironbellystudios

    ironbellystudios

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    I loved that walk through history, but what it tells me is the Minimap is always connected to the UI in RTSs... so where you want your UI will dictate at least half of where the minimap can be. (IE: If its vertical left, you're either top left or bottom left).
     
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  21. Master-Frog

    Master-Frog

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    Let's turn our brains off and find the simplest answer... top right.

    Bottom of screen is rarely looked at so you stick detailed stuff you don't often check down there. Like, inventory things, hotbar business.

    So it should be up top.

    As far as left vs. right, left seems like lifebar/status bar territory to me.

    Top right.

    Feel free to deliberate forever without conclusion. @_@