WHAT?! Who hates the Price is Right?! I’m appalled. I bet you don’t even get your pets spayed or neutered, do you?
SuperTerminatorJune 7, 2016 at 5:20 pm | Permalink
“watch what you wish for….”
I don’t think anyone is unhappy for more frequent updates xD. Just don’t focus your time on videos. I’d rather have an awesome game than a series of videos. I think everyone would be happier if you posted short videos somewhat frequently (and I mean this extremely loosely, meaning maybe, MAYBE, once every 10 days if you have anything worth showing.)
On topic, them GUI updates are crisp to da maximum. You said that you read everything, so what did you think of the double scrolling menu suggestion? Did you actually try a version of it? Or did you just decide that making the normal scrolling menu better to see was a better solution?
As for the new grid option, I think it looks a lot more polished than in CW3, so I really like that. One thing I didn’t particularly like about the CW3 sorting options was that in order to sort by author, you had to type a tag into the normal search bar, which was a bit ugly in my mind. Have you thought about adding a new dialogue box specifically for sorting by authors? You could add the input box where the search button is, and move the search and clear buttons to below the GUI options on the left, or next to the page number text. You have some very specific search and sort options, some of which would be less used than a specific author search option.
Anyway, just my two cents. Thanks for the effort, keep it up! Take your time and make an awesome game!
Time… as in implementation time. I went with the option most likely to give the best flexibility in view and the least implementation time on my part.
Filter wise…. The filters currently work by doing a combined search across the various text fields based on why you type in the text filter. They also support a “command” syntax. So you can type “author:somename” and it will only look for an author with “somename”. Other commands you can use are “tag”, “title”, “desc”. So that allows you to search only those fields, rather than all of those field in a given filter. Not obvious, I know… but at least the functionality is there.
One last thing. The status bar with energy production and storage needs to be shortened vertically. Move the amp gems, emergent, and particles up and to the left, then do the same for the viewing fields, etc so that it its one wide row instead of three rows stacked on top of each other.
Currently, it makes your view of the battlefield odd since you see much more on the vertical of only 2/3rds of the screen.
It’s the current way to support smaller resolutions…. especially when the prpl debug window and edit panes are open. I could of course change it based on the available screen real estate, though. I’ll add that to the list (but further down so it happen post launch).
I get what you are saying and I can just hear the owners of the company I work for repeat, “Don’t make company policy based off of 10% of your customers” (referring to customers who try to take advantage of you, etc). Not exactly the same thing, but the overall message is applicable. I would guess that out of the 100s of thousands of copies you probably sell, only 5-10% actually use the editor to create stuff.
Hopefully, my tone is not taken harshly. I really do love your work and very happy you are creating a new game, I’m just very passionate about efficient UIs. 😀
An alternative that would work (but may make things harder) would be moveable elements of the UI that we can move around and resize. Then when we have found our preferred setup we can lock them in place. I have a feeling that may add a lot of work to your table, though. Polish is never a bad thing for a game though…it is appreciated than most realize I think.
I have realized that this reminds me of how fnaf is going, with several similar games, and then a jump to a new story/gameplay. Perhaps you could even make a trailer along the line of the Sister Location trailer?
I don’t think I remember ever seeing an actual “cutscene” in one of V’s games. Not saying there won’t be one but I don’t believe (and don’t take this the wrong way V, you do great work!) that’s he’s skilled in the field of video creation. At best it would likely be similar to the prelude where instead of fabricating the scene itself he simulates it in a videogame environment. (which again is great and a really cool way to portray the story)
Between this and the new DLC for Infested Planet, I foresee much great content in my future (I’m exceedingly more excited for Particle Fleet though)
I also feel the pain of waiting for news and updates twofold. Glad to see you’ve been posting more frequently though. Keeps the hype train chugging along.
Ah, I didn’t even know Civ 6 was coming too.
I’m also looking forward to Mount&Blade: Bannerlord. Haven’t been following that development too closely, but I really loved the other M&B games.
So much good stuff to look forward to, and all of them are sure to just be huge timesinks.
I can hardly wait. I suppose one nice thing is, once the first one comes out I’ll have no trouble filling the time between the others’ releases… But once they’re all out, then things will get difficult.
Pretty minor thing but with the simulacrum it would be nice to see a ‘map of the day’ option. Just something that generated a map based on the current date. Otherwise everything looks great and if I’m not mistaken did I see the maps in exchange color coded based on sim/custom?
Nice tweaks! Thanks.
I can see the higher sensitivity in the exchange being useful for skimming.
no, stop post, eat, sleep, keep work my friends !!!!!!
i have no game currently, i need yours !!!!!!!!!
What? 5 days between videos? What is this madness?!
Madness? THIS. IS. KNUCKLECRACKER.
Cool update, nice that you can choose to see simulacrum maps or custom in the exchange.
My eyes still need to see some action, though! 😛
Sexy!
If the mouse wheel is going to rotate the menu like that, why not have the screen rotate vertically instead of horizontally?
Otherwise, I can see it get confusing fast.
Mainly because I hate The Price is Right… that and there is usually less vertical than horizontal real estate.
WHAT?! Who hates the Price is Right?! I’m appalled. I bet you don’t even get your pets spayed or neutered, do you?
“watch what you wish for….”
I don’t think anyone is unhappy for more frequent updates xD. Just don’t focus your time on videos. I’d rather have an awesome game than a series of videos. I think everyone would be happier if you posted short videos somewhat frequently (and I mean this extremely loosely, meaning maybe, MAYBE, once every 10 days if you have anything worth showing.)
On topic, them GUI updates are crisp to da maximum. You said that you read everything, so what did you think of the double scrolling menu suggestion? Did you actually try a version of it? Or did you just decide that making the normal scrolling menu better to see was a better solution?
As for the new grid option, I think it looks a lot more polished than in CW3, so I really like that. One thing I didn’t particularly like about the CW3 sorting options was that in order to sort by author, you had to type a tag into the normal search bar, which was a bit ugly in my mind. Have you thought about adding a new dialogue box specifically for sorting by authors? You could add the input box where the search button is, and move the search and clear buttons to below the GUI options on the left, or next to the page number text. You have some very specific search and sort options, some of which would be less used than a specific author search option.
Anyway, just my two cents. Thanks for the effort, keep it up! Take your time and make an awesome game!
Time… as in implementation time. I went with the option most likely to give the best flexibility in view and the least implementation time on my part.
Filter wise…. The filters currently work by doing a combined search across the various text fields based on why you type in the text filter. They also support a “command” syntax. So you can type “author:somename” and it will only look for an author with “somename”. Other commands you can use are “tag”, “title”, “desc”. So that allows you to search only those fields, rather than all of those field in a given filter. Not obvious, I know… but at least the functionality is there.
Btw, this already works in CW3.
Love the adjustments!
One last thing. The status bar with energy production and storage needs to be shortened vertically. Move the amp gems, emergent, and particles up and to the left, then do the same for the viewing fields, etc so that it its one wide row instead of three rows stacked on top of each other.
Currently, it makes your view of the battlefield odd since you see much more on the vertical of only 2/3rds of the screen.
Those should have up and to the right…not left.
It’s the current way to support smaller resolutions…. especially when the prpl debug window and edit panes are open. I could of course change it based on the available screen real estate, though. I’ll add that to the list (but further down so it happen post launch).
I get what you are saying and I can just hear the owners of the company I work for repeat, “Don’t make company policy based off of 10% of your customers” (referring to customers who try to take advantage of you, etc). Not exactly the same thing, but the overall message is applicable. I would guess that out of the 100s of thousands of copies you probably sell, only 5-10% actually use the editor to create stuff.
Hopefully, my tone is not taken harshly. I really do love your work and very happy you are creating a new game, I’m just very passionate about efficient UIs. 😀
An alternative that would work (but may make things harder) would be moveable elements of the UI that we can move around and resize. Then when we have found our preferred setup we can lock them in place. I have a feeling that may add a lot of work to your table, though. Polish is never a bad thing for a game though…it is appreciated than most realize I think.
I have realized that this reminds me of how fnaf is going, with several similar games, and then a jump to a new story/gameplay. Perhaps you could even make a trailer along the line of the Sister Location trailer?
I don’t think I remember ever seeing an actual “cutscene” in one of V’s games. Not saying there won’t be one but I don’t believe (and don’t take this the wrong way V, you do great work!) that’s he’s skilled in the field of video creation. At best it would likely be similar to the prelude where instead of fabricating the scene itself he simulates it in a videogame environment. (which again is great and a really cool way to portray the story)
Yeah, well, it can be similar to CW 1/2/ maybe 3? (haven’t seen it) trailers, with in game footage and words on screen, not too hard.
Between this and the new DLC for Infested Planet, I foresee much great content in my future (I’m exceedingly more excited for Particle Fleet though)
I also feel the pain of waiting for news and updates twofold. Glad to see you’ve been posting more frequently though. Keeps the hype train chugging along.
Well, the pain is three-fold for me, if not more, for also I am waiting for Civ 6 and someone to play Sister Location, so I feel you. : )
Ah, I didn’t even know Civ 6 was coming too.
I’m also looking forward to Mount&Blade: Bannerlord. Haven’t been following that development too closely, but I really loved the other M&B games.
So much good stuff to look forward to, and all of them are sure to just be huge timesinks.
I can hardly wait. I suppose one nice thing is, once the first one comes out I’ll have no trouble filling the time between the others’ releases… But once they’re all out, then things will get difficult.
Pretty minor thing but with the simulacrum it would be nice to see a ‘map of the day’ option. Just something that generated a map based on the current date. Otherwise everything looks great and if I’m not mistaken did I see the maps in exchange color coded based on sim/custom?