- Oct 25, 2017
- 297
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Here are some annoyances that I have with the interface:This is actually accurate! I've only made text games up to this point. Probably a good thing I'm getting some practice here, since when I finished this UI, I thought to myself "Hey, this looks pretty good!" Suggestions for how it could be improved are welcome.
- Most often, I'd like to keep most activities the same while changing only one or two when I notice a problem or have something new unlocked. Currently this means I have to go through each activity in the day and confirm each other selection, which seems unnecessary.
- The different equipment menus and information screens are behind buttons that cycle through them rather than being always accessible.
- The only way to view progress on a goal is by clicking on that action.
My thoughts on the UI:
- Selection boxes for each daily activity, enabling direct selection of activities where a change is desired rather than having to input choices into every time slot. This can be part of the "Actions" overlay, integrated into the display.
- Single-click "Next Day" button rather than having to confirm every activity one-by-one.
- Separate menus for "Routine", "Stats", "Actions", each screen containing buttons to access the other two. Stats screen can have buttons to click into "Achievements" and a new button "Goals" that takes the player to a screen with known goals and their associated progress.
- Maybe also a screen that shows the specific actions that raise a particular stat or relationship?
Here's an overview of a (complete, polished) game that accomplishes many of the same things you're doing:
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This also seems like a reasonable improvement.I'll definitely crank up the speed of the story scene auto-advance in the next release.
I plan on adding a new Default Action Choice option to the next release: "Looply" or something. Basically, by default, it'll have you do the same actions and routine as you did on that day in the previous loop. As long as your upgrade levels are no lower than they were last loop, this should only ever break for actions which become unavailable after you complete the associated goal (like looking for Tanaka).
I'm up for adding other options too, though. I don't want the game to be painful to play. In Daily mode, the game should already be defaulting to last weekend's action when yesterday's action isn't allowed, so let me know if it isn't doing that, or if there's some other rule that you think would make sense to add to the game.
Other potential Auto >>> settings:
Repeat actions until stamina is full/empty
Repeat actions until the next goal is accomplished
Ideally you want something that's accessible to both. The primary actions that players take are deciding what goes where in the schedule--so every place they see that schedule should be a place they can click to change what happens there. There's no reason to make players go to a different menu to select/change something that they can see on their screen. If I'm looking at the weekly schedule, I should be able to see that Tuesday's "Sleep In" won't restore stamina and be able to adjust that action right there without having to wait for it to be Tuesday or to go back to the Actions screen.This is an interesting idea. The weekly schedule is one of the first parts I made while figuring out how the UI should work, so it probably would be worthwhile to go back and see if I can cram any more info in there now that I have a better handle on how to make things responsive to mouseovers and clicking.
This is meant to make things friendlier to keyboard hotkey users. Instead of scrolling through a big list of 16 actions (needing up to 8 keypresses to cycle around to the action you want), it could theoretically make things easier to organize them into a 4x4 setup (no more than 2 keypresses to swap to the right place, then 2 more to swap to the right action in that place).
In practice, maybe the prevalence of one-action locations makes that make less sense. But if a place has only one action, then it's still one click to select it, just like if the actions were all listed together, right?
The upgrades screen could use a lot of cleaning up currently.My plan here is to have the "top row" upgrades make each attribute level more powerful, while the "bottom row" upgrades are things which give you a bonus regardless of attribute levels. But in practice, I suppose that Adrenaline functions more like a top row upgrade, since it only provides a bonus when you're using actions that cost Health, and it isn't yet practical to start running into those until later in the loop.
The next upgrade unlock will be another bottom row one.
A lot more of this screen could be used to display the buttons that players can click on, rather than needing a soft autoscroll to reveal the rest of "Instinct" and the "Intelligence" button.
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are there any upgrades to buy between life aside from drive and athletics? i mean more goal progress or more max stamina is nice but they can't get me to my goals anywhere near fast enough
ah feats are where you hid the new upgrades, that'll do it
Battle-tested I think comes from Standing Guard for Jackal's friends in Skid Row at noon. Hire her once and she'll also agree to train you for free in the Afternoon. Once you've Trained with her enough for her to trust you with some equipment, she'll get you in touch with some friends, and you get Battle-tested when you've accomplished their goal.any suggestions about the battle-tested and research assistant feats though? I can only assume battle is from jackal, though the only way I can find her is buying her through duMont's story, and the only idea I have on research is basically capping hashimoto's story, but I only unlocked that part of her story in the last 10 or so days, how am I supposed to get there faster?
Research Assistant is unlocked through Jackal as well. Keep training with her after she's given you some equipment. Next goal you'll notice something different about her, and she'll tell you about another location you can go to at Midnight. Then do that one every chance you can until another option opens up there. Do that one until its goal completes and you can do endurance testing.
As for how to open stuff up faster?
Focus
Do crimes