Let me cut to the bad news right off. Beta 1B isn’t ready to go yet. It needs to be pushed. But for your convenience, I’m going to walk through the problems with the current internal build. Now, before someone who isn’t paying attention closely sends me a flame PM, please read this: I work at Stardock. It’s my job to be critical of the game. The only thing unusual is that I’m airing our internal dirty laundry to the public – but there’s a point to that too and that is so that beta testers can participate in those discussions.
So let’s walk through the things that are in our current build that need to be addressed before we release a public beta 1B which is known as the “economic” beta.
Bees and wheat are in.
Or more specifically, we are starting to add a lot more resources into the game. The reason this is important is that we want to begin populating the world with resources that can share city improvements OR have their own improvements.
Info Card system is in
A UI convention pioneered in Sins of a Solar Empire by Ironclad is in Elemental now. If you hover over something of interest, an info card comes up – except here we have decided to go with an actual playing card motify ala Magic the Gathering.
The City UI is cleaned up
Managing cities has gotten a bit easier. the buttons have gotten moved over.
A lot of under the covers stuff has gotten fixed/improved
Performance is vastly better. The economy is technically in there.
While the economy is in there now, it’s no use to the beta testers if the user interface doesn’t convey the information to them. As Tom Chick would say “show me!” and right now we’re not and without that, beta testers can’t give feedback on whether they think the economic system is worthwhile.
Economics are hard to see in action.
Besides the fact that the info cards are way too big, they don’t convey useful information presently. Why does it take 5 turns to complete an Inn? I dunno. What could I do to make Inns build faster? I dunno. Why does the Inn cost $100? I dunno.
Under the covers:
The time and money to build an improvement = Labor + Materials.
The cost of the labor and materials determines the cost and the time to gather the materials and for the labor to execute determines the time.
Now, the card doesn’t need to display all of that. But it should display how much wood is required.
The info card (not shown here) should display what the Inn does and what it requires to be built. The player should be able to see the city data on the right (not a duplicate of the Inn here) so that they can decide what improvement to build and what resources they have on hand to build them with. How much wood do they have? How good is their labor? Do they need the benefit the chosen improvement provides? Without this information, the player is left guessing.
There’s been a lot of overall progress. But Beta 1B is a specific milestone for the economics so we have to be able to display this kind of “stuff” very clearly to players. So it’s looking like it’ll be another week.
Of course, that also buys me a little more time on the AI (which has been improving with these builds as well though it’s all C++ right now and not Python yet).
Stay tuned.
Agreed!
I'd just like to add that it would be nice if the dynamic information isn't in the same place as the static information. For an info card like the one shown, only the current HP would change. As such, I'm probably not going to look at it very often.
The info convention from Sins was useful in large part because the information wasn't available in the same way anywhere else, but right now the information in the info card is exactly the same as the info you'd get from clicking on the unit. It seems redundant to do both.
Also, how come the HP gets its max displayed, but the moves don't have their max displayed?
The point of infocards is to make information available without requiring you to actually select the object of interest. If you have something selected already and you are considering performing an action that is dependent on some other information, it is nice to be able to retrieve that information without having to click on everything and its mother, then fumbling your way back to whatever you had selected originally to actually carry out your action.
Basically, infocards are there to provide information about things that you don't have selected so that you don't have to select it and change your focus. It's a huge time saver and it will help stave off carpel tunnel syndrome for a few extra years
Quality over quantity...
Information should be given on request.
Infocards should not be overused to the point of becoming annoying. A right-click or other similar fucntion would be better.
I disagree. However, I'm sure a 'Turn Off Infocards' option wouldn't be hard to put in.
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