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Topic: Building costs preview

Venatrix
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Joined: 2010-10-05, 19:31
Posts: 449
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Tribe Member
Location: Germany
Posted at: 2010-10-13, 15:26

Hi, a problem that I have in my latest game is that I can't construct a building because I don't have the required resources. Yes, I know that's my own fault, but it brings a feature request in my mind: What about a preview of the building costs?

I can't remember all the costs of all the buildings of all the tribes… And I normally don't look into the construction site window before building a road there. Just if I can see somehow what I need for the building with one look, it's easier to decide whether I can afford it at the moment. If I had something like that I would have built my houses in another chronological order or wouldn't have built them at all.


Two is the oddest prime.

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egg

Joined: 2009-06-22, 15:45
Posts: 37
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Pry about Widelands
Posted at: 2010-10-15, 12:33

It's easy enough to look at the construction site, either before building the road, or before the carriers get there. However, I agree it would be nice if the construction costs were shown, say, by hovering the mouse over the building in the building selection pane.


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timowi

Joined: 2009-11-01, 22:08
Posts: 146
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Location: Germany
Posted at: 2010-10-15, 12:40

I think it is a good idea to preview the buildcost in the build menu. This would especially help new players.

I created a blueprint for that: https://blueprints.launchpad.net/widelands/+spec/buildcost-preview


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SirVer

Joined: 2009-02-19, 14:18
Posts: 1445
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One Elder of Players
Location: Germany - Munich
Posted at: 2010-10-20, 10:07

I also agree that build costs preview would be nice, but I'd rather see this in a fully feature help menu. I do not consider it necessary to have this in the buildcost menu. It might even be bad because it adds some complexity to the menus that are not really needed.


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Gannaf

Joined: 2010-06-21, 23:10
Posts: 47
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Pry about Widelands
Location: Germany, Bird Mountain
Posted at: 2010-10-20, 12:09

Wouldnt it also be nice to see in that preview, whether the needed recources are available at the moment? Like the figure that shows the required number of a good turns red, if there isnt enough of it.


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timowi

Joined: 2009-11-01, 22:08
Posts: 146
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Location: Germany
Posted at: 2010-10-20, 12:15

I think it doesn't make the build menu more complicated. But there it is more much more useful. I still do not know which build materials are needed for most of the buildings. I would no go to he help menu to look that up. Under the build menu it is where I would need this information.


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SirVer

Joined: 2009-02-19, 14:18
Posts: 1445
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One Elder of Players
Location: Germany - Munich
Posted at: 2010-10-20, 12:50

I'd like to see a ui mockup of how this might look like. It must be clear that it is the build cost that is displayed and it mustn't be disturbing. I am not totally against this feature.


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nsh

Joined: 2010-11-08, 19:30
Posts: 27
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Pry about Widelands
Posted at: 2010-11-20, 10:29

http://www.mediafire.com/i/?v12piyc8ht91bfh

This is an ugly mockup of how it may be implemented in the ui. Currently, when player hovers the mouse over building image, there will be a line with a building name. Now, in the second line there will be shown resources required for the building. The most important part here is that it should also describe the minimally required time for building to be complete.


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nsh

Joined: 2010-11-08, 19:30
Posts: 27
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Pry about Widelands
Posted at: 2010-11-20, 10:41

And, as suggested above, the numbers may be colored green or red depending on if corresponding resources are currently available.


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QCS

Joined: 2009-12-29, 21:47
Posts: 256
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Posted at: 2010-11-20, 11:14

There are buildings with very different requirements. How do you display 6 different resources? 10?


CMake is evil.

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