09-06-2014, 09:59 PM
Feedback is the key
If there are something the feedback from the 0.7 versions has taught me it is that the game is giving the player way to little feedback when something is wrong. Most of the time the player will have to guess.
So in between the bug-fixing I have started working on a way to give the player this feedback.
Better building efficiency feedback
First off, more information on what items a building takes and what it deliverers, and what items are halting the production and not. I have also included a health-bar for some buildings as you can see.
The down-arrows means that they are items that gets delivered to the baking table, and the up-arrow is what it being produced. The colors of these arrows shows how long time the baking table has to wait before they are being delivered. Red color is slow to no delivery, yellow is medium speed delivery, and green color is fast delivery. The same goes for the out arrow, there are some situations the imps don't want to pick up the bread, for example when the storage room the bakery is connected to is full.
[IMG]replace_photbucket_link/BakingTableEfficency.jpg[/IMG]
Better storage room capacity feedback
Many of the issues I have seen being reported is the cause of that the storage room a room is connected to is full. When a storage room is full, all other rooms connected to that storage room will stop producing items. I think this is a good thing as it can keep the production balanced and prevents all the storage rooms from being filled up with one item type only. The issue here is that in previous versions released the game don't tell the player that this is the issue, the buildings just stop producing items and that's it.
What I have done here is to add a storage icon with a percentage over the room flag that tells the player how full the storage room is.
[IMG]replace_photbucket_link/StoragePercentage.jpg[/IMG]
Also, if a storage room is full, then the other rooms connected to this storage room will complain like this:
[IMG]replace_photbucket_link/NoStorage.jpg[/IMG]
I got rid of that big annoying item window
Something that has been bothering me for a while is that huge window that comes up and fills a quarter of the screen each time a tile with some items are selected. So I got rid of it and replaced it with something more discreet.
[IMG]replace_photbucket_link/ShowNumItems.jpg[/IMG]
Room chain flags
Another issue that can be very easy to miss is when the room chain is broken. I have taken two actions to prevent this from happening. First of, all rooms that aren't storage rooms can't be disconnected from a storage room. If the player sells a storage room that a room is connected to it will locate another storage room to connect to.
Secondly, if all the storage rooms are connected together they will form a large chain that will make all items in the dungeon available for all the rooms. On the other hand if the player has three storage rooms and one of these storage rooms are disconnected from the rest of the dungeon, then the items in this storage room will not become available for the rest of the storage rooms. This may be a tactic for the player, maybe he wants to separate production chains that don't interfere with each other. But no matter if this is the case of not the player should be able to see with ease what storage rooms are connected to what storage rooms.
So this is how I solved it. Each chain of storage rooms will get a different icon color over their room flag:
[IMG]replace_photbucket_link/FlagChainColors.jpg[/IMG]
In this case I have the farm and the bakery connected to one storage room, and that storage room is not connected to anything else, so it gets a red color flag. Then we have the Dark Mother room that has a storage room and a bar room connected to it, so it gets a green color flag.
This connection is NOT good, because the bar room will not get what is produced from the cookery room. But it is easy to see where it went wrong, and that is the whole point.
Editing room chains
If the player uses the radial menu and choose the room chain tool he will get an improved visual look of what is connected to what like in this picture:
[IMG]replace_photbucket_link/EditChains.jpg[/IMG]
What's next?
I need to fix the new bugs and solve the issue with the well being neglected when the imps run of to dig or claim paths. After that I will release the 0.7d version. My plan from now on is to release one version at least once a week until the game is finished
