Vigilantes > Suggestions & Feedback
Cityscape
Daithi:
--- Quote from: ushas on August 31, 2017, 09:06:45 PM ---Glad if helps, of course. I understand, also from prioritizing standpoint. Wouldn't post that myself, at least not yet (or more likely never), if not for the top panel. Btw. was criticizing my layout, when said it would be probably better on wall, but couldn't help myself with the map.
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Helped so much that have recreated something similar... looks much better, thanks! *Cough* Gang intel *cough* screen...
--- Quote from: ushas on August 31, 2017, 09:06:45 PM ---Also when you click on compass...
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You aren't going to be happy until you make me cry... again :)
--- Quote from: ushas on August 31, 2017, 09:06:45 PM --- highlight some selected areas how you plan to improve the game further as part of the EA pitch? I understand, that you prefer not promise things till they are like sure, or preferably already implemented:), so not good if pushes out of comfort. On the other hand, it may as well play well, as opposite to most other cases.
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Yes, outlining objectives will definitely happen. There are some areas that would be beneficial to improve, so will definitely summarize development intents.
ushas:
--- Quote from: Daithi on August 31, 2017, 10:23:56 PM ---*Cough* Gang intel *cough* screen...
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Some preliminary thoughts:
1. Personalizing the view for each gang so they appear to function differently -> Different layout of the hierarchy. Mechanically they are the same - 4 underbosses + 1 boss, but you can just pretend that one of the Mafia underbosses is Consigliere by simple arrangement. Couldn't each confessor have as if different domain?
2. Would be neat to have a row of trophies to be filled by specialists who gave an intel piece, as if they were links in the chain, a part of the hierarchy. Esp. if you used your own list of enemy names, very satisfying... No pressure, but already making a list.
3. Perhaps put either gangs or (people & rackets) as tabs on the top (or bottom). Now it's all on the left. A little bit non-intuitive how one has to switch things.
4. Seems facilities uncovered via surveillance on city map (not from interrogation), aren't reflected on the gang intel screen. Only the main facility?
5. It's info screen, but still can be interactive. For example, if enough intel is done to launch racket/leader mission -> a button that brings you on city map and chooses the adequate district for you...
6. Don't know if we can choose how to deal with lieutenants, but adding there date of encounter and what happened to them could be neat (eg. deceased vs. in jail)
Edit after starting v20: Looks better! I've made exactly the same changes in the mock-up - photography and classical top-down hierarchy. But also got rid of the tables. It makes sense for districts as the info have gameplay meaning. Whereas for gang members, if doesn't matter what color of eyes they have -> doesn't need to be strictly categorized. Somehow feels underwhelming being shown: Detected 60% of person #4... Making them more human wouldn't be bad.
However, @Daithi, by chance in case you weren't just making fun of me about the gang intel screen, it would be really useful to have some basic info, at least how looks when higher intel uncovered. Unsuccessful hunt for lieutenant for the mock-up resulted in finding bugs in v19, so was good for something. But don't think I will manage to reach further in v20.
Btw. "when you click on compass..." => Toggle city info. Was only thinking about preserving functionality.
Sometimes feels like "fire suggestions" is being almost literal. Not particularly eager to commit harm, tbh.
Nomad:
Nice mock-up ushas.
I'm sorry Daithi. =P
Daithi:
--- Quote from: Nomad on September 02, 2017, 01:02:28 AM ---Nice mock-up ushas.
I'm sorry Daithi. =P
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I'm with you on that. Have adjusted current graphics based on the idea, and it looks a lot better now.
ushas:
--- Quote from: Nomad on September 02, 2017, 01:02:28 AM ---Nice mock-up ushas.
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Thanks:)
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