Manifesto! Interface progress.
Currently, it gives you a list of all available actions and cards at the start of your turn, all relevant cards when you attack or are attacked, and all relevant actions and cards when you examine (through the examine, spy, or status commands) any territory (similar proc will be written for examining minions and cards.)
I plan on making it send everybody a list of their actions at the start of any turn or combat, but I need to figure out a simple and clear visual cue to let players know that it's not their turn/combat and that the game does not require them to act. :P Considering the tendency of players to multitask during lengthy games, I could see somebody getting the combat-card prompt, and playing cards they don't need to in a panic.
I'm going to need to work on improving the game's ability to detect if an action is meaningful at the moment or not. Right now, if you select an action for which there are no available targets, it displays the prompt (like, "Assassinate Which Minion?") with no choices... which could get the message across, but a "[so and so] has no minions to assassinate!" would be better... and filtering any players out of the previous list that don't have minions to assassinate might be even better still, but that could lead to endless questions of "How come I can't assassinate this guy?"
The new, improved interface may be ready for testing tomorrow night, or Sunday. :P Depends on how much I feel like working on Manifesto! this weekend.
Posted by Hedgemistress (Default) on Saturday, July 30, 2005 01:04AM
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