Game Development: Setting Icons

Announcements about major changes in Haven & Hearth.

Re: Game Development: Setting Icons

Postby TNTlife » Sun Oct 18, 2020 9:18 pm

loftar wrote:I'm curious what the use for this is, when you have the map window. I mean, as I wrote above, the default minimap covers the rendering distance anyway, so I just don't see the reason for wanting to resize it.


They might be referring to the fact that in the Amber client, the minimap can be zoomed out far enough to see parts of the map beyond render distance, which can make navigation easier simply due to the fact that you can figure out where you need to go next sooner rather than when you reach that specific area in-person.
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Re: Game Development: Setting Icons

Postby Apocoreo » Sun Oct 18, 2020 9:20 pm

loftar wrote:
Apocoreo wrote:Good update, could use categorization, but functional.

We'll consider categorization, but I am curious how useful it is. It seems to me that if you're looking for something, you know what it's called, and you'll go directly to that thing to turn just it on or off.

Apocoreo wrote:Resizing the minimap as suggested above would be nice, but also a separate feature.

I'm curious what the use for this is, when you have the map window. I mean, as I wrote above, the default minimap covers the rendering distance anyway, so I just don't see the reason for wanting to resize it.


Categorization would be just QoL, less scrolling.

The use of resizing would be for precise viewing of minimap icons (zooming in), and viewing the lay of the land ahead (zooming out). The former would ease picking foragables or targeting mobs amidst other icons. The latter is a QoL improvement that would help plan for river crossings, finding biomes for specific spawns.

For example, if I have a quest for thorny thistle in an area I've previously explored, I can zoom out to find mudflats, get to the mudflat, and zoom back in so I may right-click > pick the thistles easier.
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Re: Game Development: Setting Icons

Postby loftar » Sun Oct 18, 2020 9:21 pm

TNTlife wrote:They might be referring to the fact that in the Amber client, the minimap can be zoomed out far enough to see parts of the map beyond render distance, which can make navigation easier simply due to the fact that you can figure out where you need to go next sooner rather than when you reach that specific area in-person.

That's fine, but is there any advantage to that as compared to the map window?

Apocoreo wrote:The use of resizing would be for precise viewing of minimap icons (zooming in)

Oh, ok, so what you're saying is that the real use of a resizable minimap is the ability to zoom in on it?
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Re: Game Development: Setting Icons

Postby gad432 » Sun Oct 18, 2020 9:23 pm

loftar wrote:We'll consider categorization, but I am curious how useful it is. It seems to me that if you're looking for something, you know what it's called, and you'll go directly to that thing to turn just it on or off.

you are wrong.
1. english isnt native english for everyone.
2. looking in list of 20 names is better than loking in list of 200 random names. even if you know what you want.
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Re: Game Development: Setting Icons

Postby Apocoreo » Sun Oct 18, 2020 9:28 pm

loftar wrote:
Apocoreo wrote:The use of resizing would be for precise viewing of minimap icons (zooming in)

Oh, ok, so what you're saying is that the real use of a resizable minimap is the ability to zoom in on it?


Essentially yes. Don't discount zooming out though, although more information is present in the map window, the minimap allows you to interact with mobs, forageables, and move by clicking your destination. For example, when sailing long distances along the shore I often increase the size of the minimap to the extent it shows terrain, click as far as I can efficiently, then sit back with a drink or snack while I close the distance. It's a bit easier and more relaxing then using the automove feature and resetting every time I hit a cape.
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Re: Game Development: Setting Icons

Postby loftar » Sun Oct 18, 2020 9:28 pm

gad432 wrote:1. english isnt native english for everyone.

You'll have to explain to me how categorization helps with that.

gad432 wrote:2. looking in list of 20 names is better than loking in list of 200 random names. even if you know what you want.

The list is searchable.
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Re: Game Development: Setting Icons

Postby loftar » Sun Oct 18, 2020 9:29 pm

Apocoreo wrote:Don't discount zooming out though, although more information is present in the map window, the minimap allows you to interact with mobs, forageables, and move by clicking your destination.

Certainly, but my inclination would be to add those features to the map window, rather than the other way around.
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Re: Game Development: Setting Icons

Postby algorithm » Sun Oct 18, 2020 9:31 pm

1) Categorization to faster search - some(actually a lot) people need to search for things they don't remember the exact name for
2) Categorization with toggles on how to process new icons - some could have no time/possibility to check a new icon but would prefer to return to it later
3) Categorization to mass toggle on/off
4) Account? Really? It could really differ from character to character, especially early world
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Re: Game Development: Setting Icons

Postby Apocoreo » Sun Oct 18, 2020 9:33 pm

loftar wrote:
Apocoreo wrote:Don't discount zooming out though, although more information is present in the map window, the minimap allows you to interact with mobs, forageables, and move by clicking your destination.

Certainly, but my inclination would be to add those features to the map window, rather than the other way around.


I think that would be equally satisfying to everyone.
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Re: Game Development: Setting Icons

Postby shadowchris » Sun Oct 18, 2020 9:33 pm

You guys managed to make tree icons on mini maps worse than legacy... That's an accomplishment. Should really consider making the icons smaller :?
Last edited by shadowchris on Sun Oct 18, 2020 9:34 pm, edited 1 time in total.
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