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Feature requests

A version of WOTC's game by telengard

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Re: Feature requests

Postby telengard » 10 Jan 2011, 16:59

melkor75 wrote:
telengard wrote:I'm trying to come up with ways to handle other actions other than moving/shifting/spawning/passing without having to choose one of the action selections. For instance, how can I present in a more "GUI" way choosing whether to shift or strike, or declaring attackers, or assigning damage?

I'm going to spend some time thinking about this.

I'm also going to try and get the fonts such that the text is more readable for pieces on the board. That is something that has been hit or miss depending on how many abilities pieces have.

Just some random thoughts I guess...

~telengard
Some thoughts from me as well ... hope to be of help and it's something "possible" :D

As far as moving/attacking option i'd do a simple window in which u have a couple of buttons on which u may select "move" or "attack" phases. Then u can "enlight" the cells in which the combats are possible for example. Selecting (or double clickling) the cell prompt u to another window in which u see the pieces in that cell and u can select the creatures partecipating to the attack. After the animation of rolled dice (eheheheeh :D ) a window opens with the possible available blades to activate, then u have to assign damage to the cell and or/pieces (again u can select the cell and then the pieces to assign damage and number of damage).
Basically i'd give the chance to drug and drop any pieces during the phases also (example: disrupting a piece, u may drung&drop it where u want/can, it's not possible now).
Generally a separate window opening for the combat or shifting (an animation os shifting moves wouls be great, but i believe it's difficult) phases could be nice for the GUI version.

I'll think about other nice features but i don't want to add so much difficult stuff to your list now :P

mm75
Those are all great ideas! I'm definitely going to try and make it a little easier.

You should be able to drag and drop when disrupting though. If that doesn't work I will fix it (and I'll test it out later to see if it does work). Anything involving moving should work w/ drag and drop (spawning, abilities like Advance, etc, shifting, disruption). This is with the latest version 1.0.40 (I added ability moving in this release, all other drag and drop was in .39).

~telengard
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Re: Feature requests

Postby melkor75 » 02 Sep 2011, 14:06

I'm just wondering amte if u had the chance to work on some of the features in this very topic.

Graphics would be really great, but ... any chance for a sort of "pause" even during the game in GUI mode? It is still quite a pain to understand what it happens or happened on the board :wink:

Thanks (again!) a million for this nice piece of art!
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Re: Feature requests

Postby telengard » 03 Sep 2011, 02:21

melkor75 wrote:I'm just wondering amte if u had the chance to work on some of the features in this very topic.

Graphics would be really great, but ... any chance for a sort of "pause" even during the game in GUI mode? It is still quite a pain to understand what it happens or happened on the board :wink:

Thanks (again!) a million for this nice piece of art!
mm75
Heya mm75,

I'm considering making some graphical updates but it will involve rewriting a lot of the GUI code. I did implement drag and drop shifting. I definetly can add a pause feature. Would pausing after every action the AI makes be good? I would just want to avoid it happening too much.

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Re: Feature requests

Postby melkor75 » 03 Sep 2011, 09:11

telengard wrote:Heya mm75,

I'm considering making some graphical updates but it will involve rewriting a lot of the GUI code. I did implement drag and drop shifting. I definetly can add a pause feature. Would pausing after every action the AI makes be good? I would just want to avoid it happening too much.

~telengard
Nice news :D

Regarding pausing the game, i would go absolutely for just after ANY dice roll. Also just after damages has been assigned (and/or when pieces are destroyed or disrupted) and at the end of the turn.

I believe it should be enough to understand what's going on on the board :wink:

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Re: Feature requests

Postby telengard » 03 Sep 2011, 18:13

melkor75 wrote:
telengard wrote:Heya mm75,

I'm considering making some graphical updates but it will involve rewriting a lot of the GUI code. I did implement drag and drop shifting. I definetly can add a pause feature. Would pausing after every action the AI makes be good? I would just want to avoid it happening too much.

~telengard
Nice news :D

Regarding pausing the game, i would go absolutely for just after ANY dice roll. Also just after damages has been assigned (and/or when pieces are destroyed or disrupted) and at the end of the turn.

I believe it should be enough to understand what's going on on the board :wink:

mm75
Hmm, this gave me a good idea. I should make it configurable so you can have it pause on any events you specify in the config file. Everyone's idea of when to pause will be different so this makes the most sense. :)

I'll try to add this support in the next release (will probably only do it for the GUI, not the console version).

~telengard
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