This round is all about making the mission controls more transparent and easier to pick up. This is mostly in response to some playtest feedback from Isaac and Elizabeth. Thanks!
First, we use time units, and time units are confusing. I thought about ditching them, but instead settled on improving the feedback. What people generally care about, I think, is how far can I move and still get an attack or action in? So I've made that feedback much more clear, with a time bar that shows how much time an attack takes, and shows how much time will be taken by the hovered action. In addition the in-world path feedback now shows the difference.
The other thing people consistently have trouble with is the location of the end turn button, so I've removed it. Instead, each hero has an ability that takes all their remaining time. If they have enough time for an attack remaining, it will be "Guard," otherwise it will be "Wait." When all heroes are out of time, the turn ends. No more end turn button.
I've also taken another pass on the keyboard shortcuts. Now your move ability is always Q, your best basic attack is always E, and your End Turn is always F. WASD pans the camera, and other abilities are assigned to RTYUIOP in priority order. (1-5 still select units, and Tab cycles through them.)
Below you can see the difference between a move that leaves time to attack:
And one that does not:
So the path feedback and the time bar are both signalling that information now. The camera now puts heroes near the bottom of the screen and monsters near the top, so it's (hopefully) easier to see the action now, and we're wasting less real estate. And hovering over a monster shows its movement range. And figures now have a hitbox (other than the tile they stand on,) and hover feedback has been improved.
And wow, there's a lot more usability stuff to do. But I'll hold off on that for now, and focus on rounding out the whole game instead.
Since my pull request was integrated in libgdx 1.5.6, I was able to get the codebase back on the latest version, and fix some compatibility issues. That brings us closer to being able to playtest. Next up is save/load (finally!) and some work to sketch out the most basic campaign mechanics.
It feels like we're really picking up speed, it's exciting!



No comments:
Post a Comment