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Re: [glob2-devel] Is this project dead?


From: dryad
Subject: Re: [glob2-devel] Is this project dead?
Date: Sun, 29 Dec 2019 19:27:37 +0000
User-agent: Roundcube Webmail/1.3.8

On 2019-12-29 17:50, Kyle L wrote:
I think this is one of the trickier parts of glob2 and keeping a good
user experience. On some parts of this argument I agree with Stephane,
on others I agree with Dryad. All of these ideas have their pros and
cons and none are necessarily bad. I think this is a situation where
we really need to gain more player feedback before we start making
changes. If we were a gaming studio, this is where I would start doing
A/B testing and player interviews to determine the best choice.

Kyle

Indeed as Stephane suggested we need mockups. I'm just throwing in as many ideas as possible, already knowing that some of them aren't really fitting, but maybe they can be improved...

On Sun, Dec 29, 2019 at 9:39 AM <address@hidden> wrote:

On 2019-12-29 11:51, Stéphane Magnenat wrote:
On 28.12.19 17:35, address@hidden wrote:
Regarding bars, what do you mean proportional? Currently a bar
of
length N represents N * k elements, with k being proportional to
the
width, respectively the height of the bar for vertical,
respectively
horizontal bars.

http://www.winterdryad.co.uk/bars.png

I mean something like this. What do you think?
Personally I prefer having bars at different locations to denote
different statistics (bottom: HP, left: food capacity/current,
top:
unit assigned/working, right: unit capacity/inside), but I would
be
curious what others would think. Anyone has opinion on that?
Problem is, this system is also not really scalable. What if we need
a
fifth bar?
A beautiful solution would be to add the capacity as a graphic
element
that is different for each building BUT you would need to change the

graphic every time you modify the stats. That would be a mess. It
creates a dependency that is not really needed.
It also feels a little boxed to have all sides occupied. What do you

think?

I have just used random colors for the bars, but the idea is to
keep
them closer together and having a width that is proportional to
the
element's one. This way it scales smoothly, because in the end we

don't have many different "sizes". Just multiples of 32 if I
remember
correctly.

I am not sure I understand what you mean by "having a width that
is
proportional to the element's one". Somewhat several statistics,
such
as number of units assigned/working, are precise at one unit and
it
somewhat matters for the player to see that.

But maybe there is a design that allows to have bars more
together, if
we think it is better, and still have this precision?

Problem is, as long as it is up to 4 your eyes can actually
differentiate the number, but, can you differentiate 2 pixel dots
between 7 and 8 on a straight line? I cannot really tell at a glance
if
there are 7 or 8 dots on top of the buildings, but I can say there
are 5
on the right, bottom is full (even if I cannot say how many are
there)
and left is almost full.
Fact is sometimes you need precision (you are right on the
capacity),
sometimes you need an overview.
If I see a set of buildings on the map, I need to see which one of
them
has or not units assigned to, but I don't really care if it has 123
or
124 HP on 200. It is important to see that "hey, it has already lost

almost half of its hp, let's repair it!".
And you don't really want to select each building to read the single

stats.
Why not going for precise stats top and overview stats bot?

By proportional I mean:
Unit occupied space: 1 square
pixels per space: 32x32
full health bar length: 24 pixels (4 pixels from left, 4 pixels
from
bottom)

Unit occupied space: 2 square
pixels per space: 64x64
full health bar length: 48 pixels (8 pixels from left, 8 pixels
from
bottom)

Unit occupied space: 3 square
pixels per space: 96x96
full health bar length: 72 pixels (12 pixels from left, 12 pixels
from
bottom)

Unit occupied space: 2 square
pixels per space: 128x128
full health bar length: 96 pixels (16 pixels from left, 16 pixels
from
bottom)

It should scale pretty nicely. It is independent from gameplay,
since
you can set the health (or any other arbitrary length value) of a
unit
to 1200 without covering other units.

I was also thinking at some very nice animation that can be
adapted to
every building to differentiate between working ones and idle
ones.

You mean whether the building is currently doing something, such
as
training unit? It seems cool indeed!

yes, that is what I was thinking. It doesn't have to be complex, but

just to understand if something is idle or not.

cheers,

Stéphane

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