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.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.
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TNTlife
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Re: Game Development: Setting Icons
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Apocoreo
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Re: Game Development: Setting Icons
Categorization would be just QoL, less scrolling.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.Apocoreo wrote:Good update, could use categorization, but functional.
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.Apocoreo wrote:Resizing the minimap as suggested above would be nice, but also a separate feature.
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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loftar
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Re: Game Development: Setting Icons
That's fine, but is there any advantage to that as compared to the map window?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.
Oh, ok, so what you're saying is that the real use of a resizable minimap is the ability to zoom in on it?Apocoreo wrote:The use of resizing would be for precise viewing of minimap icons (zooming in)
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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gad432
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Re: Game Development: Setting Icons
you are wrong.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.
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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Apocoreo
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Re: Game Development: Setting Icons
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.loftar wrote:Oh, ok, so what you're saying is that the real use of a resizable minimap is the ability to zoom in on it?Apocoreo wrote:The use of resizing would be for precise viewing of minimap icons (zooming in)
Boofing and gumping it all damn day. Shoutout to my homeboy Moloch
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loftar
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Re: Game Development: Setting Icons
You'll have to explain to me how categorization helps with that.gad432 wrote:1. english isnt native english for everyone.
The list is searchable.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.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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loftar
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Re: Game Development: Setting Icons
Certainly, but my inclination would be to add those features to the map window, rather than the other way around.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.
"Object-oriented design is the roman numerals of computing." -- Rob Pike
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algorithm
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Re: Game Development: Setting Icons
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
Rest are fine
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
Rest are fine
algorithm wrote:Cape awarded?
jorb wrote:Oh, for sure. Delivery 2022.
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Apocoreo
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Re: Game Development: Setting Icons
I think that would be equally satisfying to everyone.loftar wrote:Certainly, but my inclination would be to add those features to the map window, rather than the other way around.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.
Boofing and gumping it all damn day. Shoutout to my homeboy Moloch
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shadowchris
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Re: Game Development: Setting Icons
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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