calliaphone |
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Monday, August 29 2011 @ 04:47 PM UTC (Read 2072 times) |
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Badass
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1) Job Creation - add Page
Would be helpful if we could see names and IDs of existing Pages for each Room in the list. Would remove risk of duplication without having to either visit Room to check what's already there, or make copious scribbled notes from Room&Page Settings.
2) Job Creation - list of jobs - build Room
When you've finished building a new Room, you need to be able to go back to the Room you were in. Current nav-links (which are a bit inconvenient) are:
- Materials: Show Place Inventory
- Leave: Back to the Map.
Building a Door or a Page doesn't have this problem - you can return to the Room you were in.
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CavemanJoe |
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Monday, August 29 2011 @ 09:13 PM UTC |
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I tarted up the interface a bit this afternoon. 
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Swede |
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Wednesday, August 31 2011 @ 06:43 AM UTC |
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Improbable Badass
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It is probably already on your list, but if not:
Sort buttons/links for the Building Inventory.
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CavemanJoe |
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Wednesday, August 31 2011 @ 07:18 AM UTC |
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Added to the list, low priority.
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Count Sessine |
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Thursday, September 01 2011 @ 07:15 PM UTC |
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In Place Settings, separating nav headers by higher and lower roomids, by default, will lead to a lot of needless confusion.
True, if the owner never, ever, ever creates a door leading on to an unexplored room that happens to have been created early, this will more or less work. All the same, it is guaranteed to backfire. Often. For pretty much every dwelling that makes use of the great flexibility provided by the new Doors. Better not to separate the links at all, than to separate them by a criterion that won't match a player's experience. I foresee a lot of petitions from owners who don't understand why their Place navigation seems to be all mixed up.
Ah, well, that's all taken care of? The owner can name both headers the same, and then they'll all go into the same menu? Yes, but there's no hint to the owner that they need to do this if they've done anything even slightly out of order.
Set up the headers to be identical by default, I'd suggest, with something neutral like "Move Around." If they want to change this, the text on the Change page can make it clear that they should only give these different values to get two separate sections if they haven't connected any rooms in an order different from the order in which they were made.
Result: far fewer confused players -- and owners -- and a Place system that doesn't look as if it's always getting things wrong.
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CavemanJoe |
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Thursday, September 01 2011 @ 07:30 PM UTC |
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Better interface? Replace the "higher or lower roomid" sensor with one that simply looks at the last Room the player was in.
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Count Sessine |
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Thursday, September 01 2011 @ 08:03 PM UTC |
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Quote by: CavemanJoeBetter interface? Replace the "higher or lower roomid" sensor with one that simply looks at the last Room the player was in. Yes... that would let people go back one room. Though then, of course, the Return link would be the room they'd just left, and they could shuttle back and forth between the two as many times as they liked, until they got bored!
To let people grope their way back toward the entrance along the path they'd come, as the current 'enterfrom' scheme permits, would require keeping an elastic room-path history, deleting from it whenever people Returned, and adding to it when they Explored. That might be complicated by circular layouts... altogether more trouble than I thought you'd want. However, if you did want to do it, I have a name for the feature: it should clearly be called the Ball of Yarn.
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dizzyizzy |
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Thursday, September 01 2011 @ 08:31 PM UTC |
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Improbable Badass
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Quote by: Count+Sessineit should clearly be called the Ball of Yarn.
Given the prevalence of kittymorphs, a trail of breadcrumbs might be slightly more reliable.
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CavemanJoe |
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Thursday, September 01 2011 @ 09:04 PM UTC |
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Admin
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Quote by: Count+SessineQuote by: CavemanJoeBetter interface? Replace the "higher or lower roomid" sensor with one that simply looks at the last Room the player was in. Yes... that would let people go back one room. Though then, of course, the Return link would be the room they'd just left, and they could shuttle back and forth between the two as many times as they liked, until they got bored!
To let people grope their way back toward the entrance along the path they'd come, as the current 'enterfrom' scheme permits, would require keeping an elastic room-path history, deleting from it whenever people Returned, and adding to it when they Explored. That might be complicated by circular layouts... altogether more trouble than I thought you'd want. However, if you did want to do it, I have a name for the feature: it should clearly be called the Ball of Yarn.
AAAAAAAAAAAAAGH.
I think "the string of fairy-lights" would be a better name, given the propensity of said to tangle themselves into a horrible awkward mess the moment you take your eyes off them.
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Count Sessine |
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Thursday, September 01 2011 @ 09:37 PM UTC |
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Moderator
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Quote by: CavemanJoeQuote by: Count+SessineQuote by: CavemanJoeBetter interface? Replace the "higher or lower roomid" sensor with one that simply looks at the last Room the player was in. Yes... that would let people go back one room. Though then, of course, the Return link would be the room they'd just left, and they could shuttle back and forth between the two as many times as they liked, until they got bored!
To let people grope their way back toward the entrance along the path they'd come, as the current 'enterfrom' scheme permits, would require keeping an elastic room-path history, deleting from it whenever people Returned, and adding to it when they Explored. That might be complicated by circular layouts... altogether more trouble than I thought you'd want. However, if you did want to do it, I have a name for the feature: it should clearly be called the Ball of Yarn.
AAAAAAAAAAAAAGH.
I think "the string of fairy-lights" would be a better name, given the propensity of said to tangle themselves into a horrible awkward mess the moment you take your eyes off them. This must be why most text adventure games don't even try to offer a Return option. They list off the movement options currently available, and let the player take care of remembering where he or she came from.
Putting them all in one list is not so bad.
Or... maybe there could be a way to let people specify the link header when they specify the door name. That way, owners could sort exits from a room into sections the way buildings in an outpost are organized by quarter.
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calliaphone |
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Thursday, September 01 2011 @ 09:51 PM UTC |
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Badass
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Quote by: Count+Sessine
This must be why most text adventure games don't even try to offer a Return option. They list off the movement options currently available, and let the player take care of remembering where he or she came from.
Putting them all in one list is not so bad. That's how outposts work, after all.
i found that adopting a naming-convention for doors was helpful, because i was going for circular layouts in a big way. i keep the links all under one list, labelled "Travel", and always start the name with the direction of travel (North, South, NE, SW, Up, Down, et cetera).
that way, if you've just selected an exit to the north, it's not too hard to remember that you need to go south to return.
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