Dialogs:
I hope I'm not misunderstanding the limited discussion... but I think we need to avoid dialogs per se as much as possible. They really disrupt the atmosphere IMO, especially if a bunch of them pile up each turn. I would rather have events get registered by the relevant advisor, and if they pass a priority level that the player sets, then get presented by that advisor in a relevant news-sheet or whatever. Those that need a response could have checkboxes next to them or something.
Anyone have any bright ideas on this topic? If so they should probably be put in the generic interfaces thread, since this isn't really a map issue.
lee:
"working out whether a player selects a unit on the main map is probably beyond me"
Again, demo 4 already has a solution for this... the 'TFs here' window. We can put other stuff in that window also if it turns out to be needed. Perhaps the TFs here window will turn out not the best in the long run, but its certainly workable for now. Things are already partly set up in the old ClashImage class for figuring out what gets clicked in a given square. But its nowhere near complete. I can help you out with this whenever you get to it.
"largest map size"
it can be whatever the player wants... maybe I don't understand your question. But for good design, whatever you do shouldn't have any assumptions on the number of squares in the map embedded in it.
I hope I'm not misunderstanding the limited discussion... but I think we need to avoid dialogs per se as much as possible. They really disrupt the atmosphere IMO, especially if a bunch of them pile up each turn. I would rather have events get registered by the relevant advisor, and if they pass a priority level that the player sets, then get presented by that advisor in a relevant news-sheet or whatever. Those that need a response could have checkboxes next to them or something.
Anyone have any bright ideas on this topic? If so they should probably be put in the generic interfaces thread, since this isn't really a map issue.
lee:
"working out whether a player selects a unit on the main map is probably beyond me"
Again, demo 4 already has a solution for this... the 'TFs here' window. We can put other stuff in that window also if it turns out to be needed. Perhaps the TFs here window will turn out not the best in the long run, but its certainly workable for now. Things are already partly set up in the old ClashImage class for figuring out what gets clicked in a given square. But its nowhere near complete. I can help you out with this whenever you get to it.
"largest map size"
it can be whatever the player wants... maybe I don't understand your question. But for good design, whatever you do shouldn't have any assumptions on the number of squares in the map embedded in it.
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