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Post by contributor on Jun 3, 2014 18:16:05 GMT -5
I see that all the info on the planets got put into sliders. In general I like that. All of the info in one place, in one format. I'm still finding myself getting confused though and I think it has to do with different sliders having different meanings. Some of them you want full like factories and mines. Some of them you don't want full like population and quality. I'm guessing that's why you put P and Q together on the top. If there were some other graphical cue that could be given I think that would also be very helpful though for a "quick glance" at the planet. Could the top two be in their own box with a darker border or different background? Could the sliders move from green (left) to red (right) and then in the opposite directions on the other sliders. I don't know. There are probably some ways out there to graphically set them apart.
The factories slider is also not initially easy to understand. I think the problem is with "total" and "max." With max you're thinking "max factories" but it's actually "max population you can have employed." Could it just say "pop"? Anyways that's a tricky slider because you really want it neither much over nor much under so you're always trying to match it to pop.
So my goal it to bounce from planet to planet like little bunny foo foo, and in less than a second glance at my sliders and know if things are in good shape or if they need attention. I like what your doing so far, with a little more tweaking it will be great.
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Post by Cory Trese on Jun 3, 2014 18:21:59 GMT -5
I will have to dig it up but I swear you were the driving force behind eliminating "Population" from the Factories bar!
I'm trying to parse out something we can change here to make it easier ... I definitely bunny hope across my 38 colonies jamming the next button and pick up the rates on the top and bottom bar groups.
Building an adaptive cross-platform UI that supports from 320x480 to 2560x1920 isn't easy, but we're dedicated to iterating and improving it.
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Post by fallen on Jun 3, 2014 18:23:18 GMT -5
contributor - the ones that are "bad if high" are color coded to turn orange when they near the top and red when they go over. That would be Upgrades / Quality and Population / Housing. The display of bars or not bars is driven by device size.
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Post by contributor on Jun 3, 2014 18:26:54 GMT -5
I know that people's brains will adjust as they keep playing, and maybe after 10 games you'll be able to "hop" without out stopping to think, but I'm trying to record impressions while I've still got "fresh" eyes. None of these are deal killer things, but are points where some tweaks would make the game really shine, like what you're doing with HoS right now.
As for the population thing I plead "Not Guilty" I don't remember being in on any discussions about not liking "Population" in the factories bar. But maybe I was and have completely forgotten it, in which case I plead insanity.
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Post by contributor on Jun 3, 2014 18:35:21 GMT -5
So i got bars because you tweaked the resolution.
I see the color coding, but it only kicks in at certain times. If my factories are below population I don't get a different color, even though that is something I would generally like to address. Likewise with population. If housing is 2 over pop I would like it to be yellow, if it's 1 over orange, if it's even dark orange, if its under molten lava. So maybe some sort of gradation of color in the bar "filling" rather than the whole thing changing at certain integers.
Really just trying to hone glancibility here.
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Post by Cory Trese on Jun 3, 2014 18:40:18 GMT -5
I do appreciate the feedback, please don't take me the wrong way.
More bars are due to updates for better resolution support (Thanks, HoS!)
I like the idea of different colorization to help highlight "good vs. not good" in the bars.
Going to talk to Andrew, master of % bars.
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Post by nails on Jun 3, 2014 20:17:33 GMT -5
i was one of those pop/factory people. I think I like what you have done. but it may be more intuitive to me because i was part of the "change" but i could see where it may not be so intuitive for others.
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Post by beuns on Jun 3, 2014 23:45:27 GMT -5
On a near subject : it would be really helpful to have a notification when one of those bar turn orange (not too late to do something...) sometimes I just press "end turn" if nothing get into my turn events. But when I get the "X is at housing capacity" on a rabbit-like Rychart new colony that need 10 turns to get a hab unit I, it happens really often that I got overgrown pop (and thus morale drop) before I can shelter them.
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Post by fallen on Jun 4, 2014 1:13:26 GMT -5
We have to be careful not to add too many turn events, as it can become overwhelming. Thanks for the feedback, we'll look at this one.
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