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Follow-ups for create game overhaul #3400
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Hey @TheFlash98, |
Another potential suggestion that just came to mind: Should we include "Play now" buttons on some of the pages in the middle so to say? If you just want to enable some modules but accept whatever default world generator you don't really need to go through each additional screen. The phases should still happen, but the user input part could be skipped. |
I've done some refactoring in the SelectGameScreen to remove the duplications from it, RecordScreen and ReplayScreen. |
@iaronaraujo go ahead and stick it in a PR sometime instead, easier :-) If you haven't already and I just missed it :D Follow-up idea: The "Select Game" screen has 4 active buttons plus a "Back" button in a second row. I forgot where it came up but if you then click "Create" the "New Game" screen has the "Back" button first in a single row of 3 buttons (lined up with where "Create" was on the previous screen). If you go further you get "Back"/"Continue" buttons. On some pages that purely have "Back"/"Continue" maybe just having those two in one row in the same order each time would make sense. But I like the idea of a second row with a grander impact on flow. And we could probably use a quick "Play" button on screens like "Advanced Game Setup" that then finish the flow with any remaining choices set to default, as well as a big "Cancel" button that gets you entirely out of the new game flow rather than having to hit back several times. Maybe we can add the new buttons and use two rows to see if that results in better overall UX? |
Bump - merged one set of tweaks, more needed, updated initial issue description with checkboxes and more items :-) |
Bumping after merging #3426 - that checked off a few things and made me think of a few more. Also found one regression (a skip selection bug is back) |
I noticed that when creating a new game the game title is always "null" unless you create the game through the "advanced" steps. |
Try out latest develop now with #3451 merged - we might be able to confirm that one as fixed :-) I encountered a new case, I think:
Not totally sure if that's legit or my workspace but if anybody else could try to replicate I'd appreciate it. Oddly if I picked Light & Shadow (which has a default of the simple L&S world) the default world gen from starting via quick start did correctly change. |
Update - have been thinking more about some ideas on how to clarify the overall process. Here's a proposed mockup with three variants. The first two use the side margins to essentially show a list of screens to come (or screens you've passed) while the third just reworks the buttons at the bottom. I'm not really sure what would look nicer or fit better so it will likely take some experimenting. If we have the space I'd love to see the first option dynamically list all related previous and future pages, including having each option count as a jump button to proceed to that page. In some cases there may be hard prerequisites you have to complete first in which case affected page-buttons should be grayed out. |
Hey all! I'm doing the GCI task to improve the presentation for the create game UI. To see what works best, I'm starting by making UI samples in-game based on the suggestions above:
I didn't make any samples based off the first mockup; I'm worried that having the four options on the side on the first screen may cause the screen to become more cluttered. However, I do like the idea of having non-linear game creation, maybe instead we could have the main screen be the core of the creation, with buttons simply containing links to the other screens (Module Selection, Universe Setup, Pre-Generation, Preview, Spawn Select), and buttons to play/return to the main menu? Lots of ideas to potentially play with here 👍 Edit: As well, this non-linear game setup approach could be expanded to give modules the ability to have configurable settings on game creation.... These are some ways I have been thinking about how to change the screen flow, any ideas/opinions on which route to go? :) The repo that I have been working on for the samples can be found here |
Change button positions, widget location, and add/change labels to make the game creation process easier to understand for the player. Various changes made to increase clarity: - All game creation UI screen containers are anchored to the center of the screen, for consistancy. - All navigation buttons from new game onwards are in the consistant form return-(play)-continue. - All navigation buttons are labelled to include the next or prior screen. - All navigation buttons for custom world generation are put on the margins of the UI. Other changes fixing two points in MovingBlocks#3400: - Disclaimers added for multi-world and module screen loading period. - "Seed" label moved into the same line as the seed field.
Thanks for the latest round of fixes @AndyTechGuy and everybody else that have been involved in moving these issues forward. With almost all of them addressed I've split out a final few to their own issues and am closing this as done :-) |
In response to #3399 being merged. While testing and checking it out I noticed a few issues we should address:
CreateGameScreen
(a replacementNewGameScreen
took over but the old class still exists)Ideally we'd add a progress bar / loading page thing instead of letting the game UI freeze while continuing- moved to Better handle game environment reloads with a progress bar of some sort #3585Maybe a general review of how the game details screen by @ar0ne and the new work by @TheFlash98 gets along. I know the game details has a "main" box for a world, maybe with the merge it could list the name given to the world like "Perlin-1" ? There won't be multiple worlds to list yet, but soon!™️- moved to Use the new explicit world name on the Game Details page, allow custom name? #3583"image": "engine:terasology",
in it but that seems to have screwed up some screens completelyIf you start preparing an advanced game then add a particular world (for instance Pathfinder Testworld, which is rather distinct) then later go quick-start a game the desired world may not be resetting. I ended up in the pathfinder world when trying to play MasterOfOreon, which i think should prefer Perlin, or at the very least reset away from the pathfinder world? In case that's overriding some default. In other words it seems like that setting isn't reset when you start over.- moved to Investigate improper selection of default world when quick starting #3586The text was updated successfully, but these errors were encountered: