Topic: Port Spot Indicator
GunChleoc |
Posted at: 2017-03-23, 21:07
To quote my last commit message in the branch - this is what I have achieved already:
The anchor image has the additional effect that the player can see port spaces outside the territory now, because it's an immovable. As an alternative, we could have an empty image instead of an anchor - this way, it would block trees from seeding on it, but not players from building roads on top. The branch also still has this bug, and when the building space reduces to a flag, we will also need to show a blue flag icon instead of a yellow. Busy indexing nil values Top Quote |
GunChleoc |
Posted at: 2017-03-24, 08:43
The code for the new immovable is ready now in case anybody wants to play with it. Screenshot with quick and dirty graphics: This would change the gameplay, since the port space is now visible before we have fully conquered it. Busy indexing nil values Top Quote |
JanO |
Posted at: 2017-03-24, 13:23
What about, instead of an anchor on the dry land, a jetty/gangplank on the shore. It could stay there even if a port is build and would still be there if a port is destroyed. Top Quote |
GunChleoc |
Posted at: 2017-03-24, 17:50
We would have to create a jetty graphic in at least 4 directions (I think we could skip directly left/right). Might also look weird if we have a long row of port spaces at the shore. Then we'd need some extra code to determining which direction the water is. Edited: 2017-03-24, 17:51
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kaputtnik |
Posted at: 2017-03-24, 18:14
I guess the bluish buildhelp markers (or something similar) are needed in this case. If we need the bluish ones, there is no need for an immovable marker. Using some sort of immovable as a marker is not a good GUI solution. A good solution is to mark a port space in the buildhelp overlay, just like it is for other build spaces, imho. Last 2ct Fight simulator for Widelands: |
trimard |
Posted at: 2017-03-25, 18:50
If you want to test a bigger anchor I had something like this in mind (took me way more time than I though btw) edit: huh, with google drive link. I'm very sorry, I still freak out in front of bzr Edited: 2017-03-25, 18:52
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toptopple Topic Opener |
Posted at: 2017-03-26, 08:37
In my vision, we need a rather - though perhaps not complete - natural complexion of the Anchor image. It should make the impression of a natural object of the world. Therefore it is also advisable to not make it "blink" in the scenery, like it would with planters also taking their node space and making them disappear and reappear. I see an advantage in making the Anchor a stable object.
Edited: 2017-03-26, 08:50
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GunChleoc |
Posted at: 2017-03-26, 13:23
That anchor looks definitely a lot nicer than my crude placeholder It might be a few weeks until I can get back to this branch, so if anybody wants to snap it up and improve the code, be my guest. Just let me know. e.g. by assigning the bug to yourself Busy indexing nil values Top Quote |