[epiar-devel] Further testing with 0.5.0++
TWP Marketing
markettwp at yahoo.com
Sun Jun 26 15:46:40 PDT 2011
Note 1) Mission names are too large to fit as a button label. They are centered text and overflow on both sides of the button. How about using a short mission name and leave the longer text as part of the mission statement? "The Forgotten Tournament artifacts", "Bloodless Revolution artifacts"
Note 2) The Outfit tab of the player info window shows that I have 0 (zero) lasers, but I can still fire them...
Note 3) When I have more than one mission listed; If one mission is already selected (description window is open), clicking on a second mission button only closes the description window of the first mission, it takes two clicks to change mission descriptions.
Note 4) The user is not notified when they have found a mission artifact. It is just added to the cargo (somewhere out of sight I guess <g>). This is automatic when you land on the correct location, but I'd like to be told that I have found it.
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On Sun, Jun 26, 2011 at 01:29:26PM -0700, Matthew Zweig wrote:
> The missions are listed in the playerInformation window.
> Press 'i'.
>
> This should be more obvious somehow.
Large mechanical consoles are fun to learn to use because every
operation is indicated by a button or switch - without labels, you can
still just throw them all and watch what happens. Games that have a
quick sheet of possible commands are useful for this purpose. Players
can usually figure out landing if they know 'l' performs a "land" -
having to be over the planet is part of the discovery.
I noticed ? brings up the in-game player menu and / brings up the
keyboard command configuration. Two proposals here:
1. Make 'h' and '?' bring up the keyboard command configurator. This is
the quick sheet, the large mechanical console. People like pushing
random buttons, trust me.
2. Unrelated but on the note of that in-game menu, I like the design of
the in-game menu in the last tree better than this one. In it, hitting
escape pauses the game and brings up that in-game menu, where you can
configure things like keyboard bindings, screen resolution, or load/save
a game. Hitting escape again dismisses the menu - getting back to the
_main_ menu requires you click a button at the bottom that says "Leave
Game".
I like #2 because I think this is more natural to how most games work.
There isn't a lot I'd want to do on the main menu that couldn't be done
on an in-game menu, and, even if the in-game menu and main menu share
similar abilities (the same options screen, for instance), it's less
jarring to have a UI window pop up and the game pause than be thrown
back to the main menu.
> On Jun 26, 2011, at 12:53 PM, TWP Marketing wrote:
>
> > Question: How can I see which missions I have accepted? This would make it easier to set a course <g>.
>
>
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