Quote:
There might be more projects on the queue that can fit on the screen easily... having to scroll would be a pain. But really the reason to put them there is because the other buildings are there, so why not? (...)
Other buildings? I dont like the idea of putting anything of the sort in there.
Quote:
Where else would they go? If buildings have any sort of interface for the player, to activate or target them, they'll need to be easily accessible in association with a particular system... We could do a "Buildings Window", like the Fleets Window, as in an earlier mockup I made, but I didn't really like this... as it divorces buildings from the planet on which they are located too much... Especially if we want to use the sidepanel to indicate which planet to put a building on; if you put a building on a planet by clicking on the planet, it seems wise to have feedback for that action by actually showing the building where you clicked... (while building, and when done).
Edit: Another reason to put buildings on the sidepanel, especially incomplete ones, is so that other players can see them. Presumably the other players won't have access to your full production queue... but if they have a ship or spy in a system, they'd be able to see buildings, complete and in progress, on the various planets. If we consistently show buidlings on the sidepanel, we can show the other players' buildings there as well... without having to somehow show part of another player's production screen or some other complicated display mechanism...
Edit2: Buildings are also supposed to be relatively rare and important... nearly as important as planets are... so the buildings located in a system are almost (or perhaps in some cases much more) important than the details of the individual planets. Any way to display the buildings would have to be as quick and easy to access as the sidepanel... not on a separate subscreen for the planet that's accessed from the sidepanel, and also would have to be able to show all the buildings in a system at once, not requiring opening two screens and clicking repeatedly to be able to see the buildings on each planet one at a time...
By all means, make it like that, but my personal opinion is that its a bad idea TO put in the planetary sidebar.
Too bad theres no one commenting any of this that actually will deside in the end. Coder(s) for instance...(?)
Quote:
I think there are two types of focus because just one wasn't fine enough control and wouldn't be enough variations for different bonuses from effects. I'm not really sure though... but it doesn't matter at this point, as it's not going to change; there will be both a primary and secondary focus setting. As such, we'll need a way to indicate both primary and secondary focus. This doesn't need to be separate buttons from the production indicators, but it can't be right / left clicking as it is now.
Mainly im curious how the thing works.
Quote:
And your indicators look much nicer than mine... NOW do you see why we need art people?
Not really, no. Only difference is that it takes more time to make pretty mockup than not-so-pretty one. So it actually is an issue when trying to map out the basic functionality but i cant help myself. Thats why this really isnt for artist(s).
You could have just done simple boxes with text in it, just that people can understand how it works...
Quote:
It looks like your numbers are +15 for primary focus and +5 for secondary focus, but those are the max meter value changes for focus settings, while the numbers on the sidepanel should be resource production values, which are a function of the *current* meter and the population, not the max meter.
Can you give me realistical examples of the values for those?
Quote:
We might want to indicate both the current value of a planet's resource production and the expected change in that value for the next turn on the sidepanel. The expected change would be dependent on changes to focus settings, normal current meter growth, activation/deactivation of buildings (when that's possible), movement of ships that have effects on meters, any changes in effects from specials / events (when they exist). We should clearly indicate that these numbers are "change" though, so they're not misinterpreted as surplus or defecit amounts...
Also, on the individual planet screen, we'd have a list of all game objects and techs and specials that are affecting the planet's meters. This would be sortable by which meter is being affected (some buildings/techs/specials could affect more than one meter) and by how much, or by location of the buildings
This is why this isnt the job for artist.
deactivating/activating buildings?