Godus
YRUSirius 26 Nov, 2014 @ 4:38am
Small Easy Win Suggestions!
Here are some Easy Win Suggestions for the current PC/maintenance or the upcoming PC sprint. Most are interface/GUI related, so most shouldn't need much new code. I was thinking about current features and how they could be implemented into small new features.


- Let me rotate the camera with the middle mouse button. Sometimes I like to have a free left hand. :P This improves the 'zen-like' aspect of easy usability. Press and hold the middle mouse button, then drag the mouse left or right to rotate left or right (or inverted if it makes more sense).

- The old 1.x Godus build showed the plot size as a number in a corner of the plot when a new plot was created. Maybe bring it back, so we don't have to click the plot if we want to make sure that a specific size was being created. You could show the number in a more subdued tone (brown, like the plot graphic) then let it fade away again like in 1.x Godus.

- When placing monuments, gifts and everything that has a radius, show the radius with that white radius circle that's already in the game. Currently, plots are blinking when placing something with a radius, but they don't show the specific plots that will be affected. Currently, every plot in the whole world starts blinking.

- Instead of entering a new fullscreen menu screen if you click on the Sculpting/Gifts/Shrines/Settlements/Powers buttons, maybe show a little submenu that expands to the right of the buttons to show the various shrines, settlements, etc if you click on the header card (Sculping/Gifts/Shrines etc) for the first time. This could consist of the same small card icons you use for the buttons right next your blue cards button or your purple godpowers button. Use mouse wheel to scroll through more options. If you want to go to the full menuscreen to update powers, click on the header button a second time. If you click on another header button then this submenu will open and the old submenu will close.


Add your own Easy Win Suggestion if you like!


-YRUSirius
Last edited by YRUSirius; 26 Nov, 2014 @ 4:41am
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Showing 1-5 of 5 comments
YRUSirius 26 Nov, 2014 @ 4:42am 
If the breeder population is full and the next farmer/miner/builder is working - don't show a 99% progress bar (for the overall settlement), but instead show a progress bar for the next individual worker that begins at 0% and has the according colour of the next worker.

I always find myself clicking on the settlements info button to see how long the next individual farmer/miner/builer is gonna need to be born.

-YRUSirius
RichiePoo 26 Nov, 2014 @ 4:43am 
I like what you're suggesting for placing monuments and other area-affecting things. However, rather than an elevated ring (it's difficult to see what is being actually affected due to parallax), why not paint the ground in a shadow or highlight?
YRUSirius 26 Nov, 2014 @ 5:16am 
I imagine because maybe they would need to write whole new code components for that. That wide radius ring is already in game used by other game components/features.

Got another suggestion, but it could be more involved so it could be done for the future dedicated PC sprint (or maybe not, as even the dev of Reprisal Universe suggested that this feature was rather easy to implement... Reprisal Devblog[www.reprisalthegame.com]):

- The option to have a tilt shift view effect like this:

Tiltshift Landscape Example 1[2.bp.blogspot.com]

Tiltshift Landscape Example 2[www.smashandpeas.com]

Tiltshift Landscape Example 3[fc04.deviantart.net]

Tiltshift Game Example 1[fc07.deviantart.net]

Tiltshift Game Example 2[blog.electrolyte.co.uk]

The effect itself isn't that innovative in games anymore, but hell, mouse control isn't either. :P Godus with it's tabletop/model asthetics basically lends itself to this style, so make it happen. :)

-YRUSirius
Last edited by YRUSirius; 26 Nov, 2014 @ 5:16am
RichiePoo 26 Nov, 2014 @ 5:26am 
Tiltshift is good for cinematics and narrative storytelling, but I can't imagine I'd find it useful during actual gameplay. The effect would be ideal to introduce us to the Astari, or to hilight a particular aspect of the landscape, such as the first time we are told to click-drag to collect belief. Basically, it would be the opportunity for the developers/narrator to set apart something they want us to focus on for a brief time.
YRUSirius 26 Nov, 2014 @ 5:31am 
Try out Reprisal it's great. The tilt-shift effect doesn't distract from the actual gameplay and in Godus it could even enhance the aesthetics.

-YRUSirius
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