Game Development: World 7

Announcements about major changes in Haven & Hearth.

Re: Game Development: World 7

Postby brohammed » Tue Jun 04, 2013 5:30 pm

jorb wrote:
Sinister_Grim wrote:Great Job! the only thing left is to remove Client sided advantages [...] A good way to go is maybe to on ly allow the default client by making it send a code to the server and when the right code is received (randomized) it lets you login.


Gaaaaaah......!

[image of jorb frying eggs]

It is a shame though that many nice mechanics get sidestepped by custom clients, like mapping and lighting.
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Re: Game Development: World 7

Postby jorb » Tue Jun 04, 2013 5:32 pm

cobaltjones wrote:His "solution" is to hire someone who actually knows what the fuck they're doing when it comes to UI design.

Also his comment didn't imply anything. It stated that you guys are bad at UI design. That's pretty much it.


All UI sucks fundamentally. Ours does nothing to stand out in that department. In terms of basic operations the custom clients, for exmple, have very mild improvements to offer to say the least.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."

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Re: Game Development: World 7

Postby jorb » Tue Jun 04, 2013 5:34 pm

And, mind you, I have no prestige in that game. The comment just doesn't mean anything given how no one seems willing to point out why or how it sucks.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."

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Re: Game Development: World 7

Postby jorb » Tue Jun 04, 2013 5:35 pm

Sure, the custom clients have some nice things like movable menus and hotbelts and whatnot but fundamentally the use the exact same input paradigms.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."

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Re: Game Development: World 7

Postby elithe4th » Tue Jun 04, 2013 5:36 pm

J&L come back to us and all you have to say is that that sucks? You're gona make me cry ;_;



Dun worry Jorbtar, there are still the faithful of us here <3 (Pls dun lev gain)
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Re: Game Development: World 7

Postby burgingham » Tue Jun 04, 2013 5:36 pm

The custom clients are a good indicator though at pointing out what sucks.

Lighting, overlapping of different graphics etc are a good start. I'd be totally fine with having a transparency feature and better lighting at night and gladly abandon making my game ugly by using the hiding feature at all times.

Stuff like stacking of ressources etc has been mentioned tons of times I think. It cuts down on the whole inventory tetris.
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Re: Game Development: World 7

Postby jorb » Tue Jun 04, 2013 5:39 pm

burgingham wrote:Lighting, overlapping of different graphics etc are a good start.


Sweet! But if those are the only kinds of things you want changed then by all means use a custom! When people complain about the UI they seem to take issue with the fundamental paradigms of it, and if they do I think they need to offer some better solutions, is all.

If the suck consists in some nifty features missing then, meh.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."

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Re: Game Development: World 7

Postby g1real » Tue Jun 04, 2013 5:41 pm

jorb wrote:Sure, the custom clients have some nice things like movable menus and hotbelts and whatnot but fundamentally the use the exact same input paradigms.

T-t-t-triple post.

Quadruple advantage:
Automatic minimap storage
Disabling of darkness
More hotbars and more keys to access it with
Adjustable resolution

Don't deny that custom clients are a must have if you want to win the technology race in H&H. It eases a lot of things.

jorb wrote:
burgingham wrote:Lighting, overlapping of different graphics etc are a good start.


Sweet! But if those are the only kinds of things you want changed then by all means use a custom! When people complain about the UI they seem to take issue with the fundamental paradigms of it, and if they do I think they need to offer some better solutions, is all.

If the suck consists in some nifty features missing then, meh.


For one you might wish to make the inventories less server-acknowledgement based and instead instantly update when you perform the action. Have you seen how theme park MMOs handle it? It grays out until the swap is confirmed. Adjustable resolution is another thing.

If you truly want to improve the UI, start a thread asking for suggestions.
Last edited by g1real on Tue Jun 04, 2013 5:44 pm, edited 1 time in total.
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Re: Game Development: World 7

Postby jorb » Tue Jun 04, 2013 5:42 pm

g1real wrote:
jorb wrote:Sure, the custom clients have some nice things like movable menus and hotbelts and whatnot but fundamentally the use the exact same input paradigms.

T-t-t-triple post.

Triple advantage:
Automatic minimap storage (huge advantage)
Disabling of darkness (huge advantage)
More hotbars to access keys with (huge advantage)

Don't deny that custom clients are a must have if you want to win the technology race in H&H. It eases a lot of things.


Same UI paradigm. I don't deny that those things make a huge difference, but the fundamentals of the UI are the same.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."

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Re: Game Development: World 7

Postby jorb » Tue Jun 04, 2013 5:44 pm

Let's reframe the question a bit: Does the UI of, say, Ender's client suck?

Because if it doesn't then the UI paradigm we use is just fine.
"The psychological trials of dwellers in the last times will be equal to the physical trials of the martyrs. In order to face these trials we must be living in a different world."

-- Hieromonk Seraphim Rose
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