Okay, I sort of agree, although I could make a case either way
I'll try to get it in, but no promises. I do want to release today, and I may not have time, so it may have to wait until the next version. We'll see how it goes.
Okay, I sort of agree, although I could make a case either way
I'll try to get it in, but no promises. I do want to release today, and I may not have time, so it may have to wait until the next version. We'll see how it goes.
"They laughed when I said I was going to be a comedian ... They're not laughing now." - Bob Monkhouse
Sorry guys, it's just not going to happen today. I'm simply out of time. I have only one more thing to do on one more screen, which is to show the point cost (or refund) of a buy when you hover over a button. I have it all set up and working for the habitability screen, but not yet for the bonuses screen, and there are 68 buttons on that screen, heh. It's not hard, and since I already have it done on one screen, I can use it as a template for the other one, but even so, 68 buttons is 68 buttons, and that's going to take me a few hours to get working.
I'll have to read over the milestone list one more time just to make sure I didn't miss anything, but I don't think there's anything else left. Monday I'm swamped busy with work, and I have my DDO group in the evening, so let's shoot for Tuesday. I'm pretty sure I can be done by then.
I went ahead and gave all the races their default values. But they'll just be a first pass, we can always change them. I'm sure they are not going to be the final values, heh.
"They laughed when I said I was going to be a comedian ... They're not laughing now." - Bob Monkhouse
It sounds like something I'll have to use a few times before I know which way I prefer it.
As for the race defaults I propose that everyone here currently create a race for each of the default types and we pretty much take the average of our values for the default ones.
" There's nothing like a bit of destiny to get the ball rolling " - Terry Pratchett - The Wyrd Sisters
Just had a look over the download. Looking good. I see I'm really going to have to find some time to redo the old UI graphics tho
I broke the map too. You need to be some bounding on how far out you can zoom![]()
" There's nothing like a bit of destiny to get the ball rolling " - Terry Pratchett - The Wyrd Sisters
Oh, yeah, I guess I ought to put that on the known issues list. It's not really a bug, I just haven't set any limits on it. And I probably won't until we get an actual map on there.
"They laughed when I said I was going to be a comedian ... They're not laughing now." - Bob Monkhouse
Milestone 4 screenshots have been posted.
"They laughed when I said I was going to be a comedian ... They're not laughing now." - Bob Monkhouse
I think that the lines on the hab grid should zig-zag to go with the hexes, for clarity.
You're kidding, right?
Not only would that be quite a bit of work to implement properly, it wouldn't be right. Your habitability ranges aren't determined by the name of the tile, they're determined by the three variables (temp, rain, evaporation). The name of the tile is almost irrelevant to the game, it's really just there for flavor.
So, for instance, if you look at the M4 screenshot with the graph, you can see the race there will generally do less well in thorn woodland, but there is a *bit* of green overlay on that hex. If your race happens to find a bit of thorn woodland that has temp/rain/evap variables that lie within that green overlay, they would do just fine. Although MOST thorn woodland area would give that race a negative population growth modifier.
Actually, this was one of the reasons I liked this system. I didn't want it to be all or nothing. There aren't *nearly* enough gradiations of terrain types on that graph to allow for a nice complex simulation.
"They laughed when I said I was going to be a comedian ... They're not laughing now." - Bob Monkhouse
De-lurking to give my thoughts on Milestone 4.
First a question, what standard are you looking for with the features you have implemented? Are you looking for a finished feel, or are you just looking to get the main structure of the interface and functionality in place so you can test the functionality and the look-and-feel of the interface?
Looking at the basic look-and-feel, I think it works great.
From a more picky view, the habitability screen just didn't feel quite right.
First, the arrow buttons used to move the habitability sliders seemed slightly awkward. Would it be possible to drag the edge of the slider, or click to the right or left of one side of the slider to move it? It might be easier to work with it that way. Or, of course, maybe not but it may be worth thinking about.
Secondly, it took me a couple of minutes to get the hang of the screen. This may well be because it's the weekend, so my brain has switched off.
Would it be possible to put markers on the three scales on your graph to show the upper and lower bounds set for that range? This might make it easier to see exactly what effect the sliders are having on your habitability. I spent a couple of minutes adjusting a slider and wondering why my habitability was stuck around moist to dry forests. And, of course, if those markers were directly movable as well, you would be able to set you habitability on the actual graph which I think just feels better.
I don't know if this is all too far ahead of where you wish to be at the moment, but I thought that I couldn't loose anything by posting now.
All up, I'm very impressed. Keep up the good work.
Wecome to the boards!
I'd like to say it's a finished product, but I'm not going to kid myself, I have no doubt I'll be revisiting a lot of these screens as the game matures, hehe. It would be nearly impossible to get everything right on the first pass.
Hmmm, interesting idea. I could do that. It may not give the control I'd like it to have (each point of movement can get pretty expensive in terms of race points, so I'd like the players to be able to set them *right* where they want them). Having said that, we could have both the ability to drag the sliders and the buttons for fine control. What do you think?First, the arrow buttons used to move the habitability sliders seemed slightly awkward. Would it be possible to drag the edge of the slider, or click to the right or left of one side of the slider to move it? It might be easier to work with it that way. Or, of course, maybe not but it may be worth thinking about.
LOL. No, I don't think it's just you. I was a bit worried it might be a little confusing. It is totally possible to change one setting and it have absolutely no effect on the range, depending on how the other two are set, which is not exactly intuitive.Secondly, it took me a couple of minutes to get the hang of the screen. This may well be because it's the weekend, so my brain has switched off.
Excellent idea! Markers would definitely make it easier to see what is going on. I'll put them in.Would it be possible to put markers on the three scales on your graph to show the upper and lower bounds set for that range? This might make it easier to see exactly what effect the sliders are having on your habitability. I spent a couple of minutes adjusting a slider and wondering why my habitability was stuck around moist to dry forests. And, of course, if those markers were directly movable as well, you would be able to set you habitability on the actual graph which I think just feels better.
Thanks, I'll do my bestAll up, I'm very impressed. Keep up the good work.Hopefully it gets ever better as we move along.
"They laughed when I said I was going to be a comedian ... They're not laughing now." - Bob Monkhouse