Accessibility of interface

Out-of-character discussion forum for players of Cantr II to discuss new ideas for the development of the Cantr II game.

Moderators: Public Relations Department, Players Department, Programming Department, Game Mechanics (RD)

User avatar
the_antisocial_hermit
Posts: 3695
Joined: Thu Sep 23, 2004 4:04 pm
Location: Hollow.
Contact:

Postby the_antisocial_hermit » Fri Feb 02, 2007 8:08 pm

It's been mentioned before; several times I think, but nothing's ever been done about it. It annoys me too. Especially when I'm just clicking by habit and hit the one that takes me back.
Glitch! is dead! Long live Glitch!
Remember guys and gals, it's all Pretendy Fun Time Games!
User avatar
Sicofonte
Posts: 1781
Joined: Fri Feb 17, 2006 5:01 pm
Location: Into your Wardrobe

PROVIDE "SHOW TODAY" BUTTON

Postby Sicofonte » Fri Feb 23, 2007 1:21 pm

PROVIDE "SHOW TODAY" BUTTON IN THE EVENTS PAGE

This was a suggestion in the Flyspray system (Task ID: 257; Task type: Feature Request; Category: Web Interface; Status: Requires testing; Assigned To: Pedro Loureiro)


Kevin R Coleman (kevinrcoleman) - Sunday, 02 October 2005, 05:51PM wrote:The "Show ALL"button on the events page seems to return several days of conversation which takes a longer time to refresh. Often, this is a lot more than is needed.

Could we have a Show Today button in between "Show None" and "Show All" so that we can just refresh the conversation from the beginning of today?



Jos Elkink (jos) - Tuesday, 04 October 2005, 02:23AM wrote:Good idea! But how should we define 'today'? With the current turn number? That would be useful for people in some time zones, but useless for people in other ones :) ... Or just the past 8 in-game hours, including the current? That might be most useful ...



Pedro Loureiro (louras) - Monday, 17 October 2005, 11:53AM wrote:If user presses "show today", then he goes to another tab and comes back to events, should today's events still be displayed or should it show what is shown by default?
At the moment the "hide all" button has this memory effect, but the "show all" does not...



Kevin R Coleman (kevinrcoleman) - Tuesday, 18 October 2005, 06:37PM wrote:The "show today" button should have the memory effect. The practical problem is that when playing the game, periodically a whole round of introductions is done at a location - such as when the Karnon Imperial army gathered with its allies recently. To update the character names, it is necessary to repeatedly select a character, then edit their name, and then return to the events screen. Because the current view disappears after a few cycles, it is then necessary to hit "show all" which takes quite a while to refresh each time. All that is really needed is to see the last 8 Cantor hours of activity to be able to name the next character.
Tyche es una malparida. Espero que Ramnus y Pluto intervengan... o no :P
Lord_Igor
Posts: 97
Joined: Tue Jun 29, 2004 4:08 pm

Postby Lord_Igor » Sun Mar 04, 2007 9:28 pm

I would like if it was possible to view notes in envelopes without first taking them out.
User avatar
Solfius
Posts: 3144
Joined: Wed Jul 16, 2003 5:31 pm

Postby Solfius » Sun Mar 04, 2007 9:52 pm

Lord_Igor wrote:I would like if it was possible to view notes in envelopes without first taking them out.


So, having folders instead of envelopes?

A good idea I think, as it can be fairly time consuming to take notes out, look at them and replace them
User avatar
wichita
Administrator Emeritus
Posts: 4427
Joined: Mon Jan 17, 2005 6:46 pm
Location: Suomessa!

Postby wichita » Tue Mar 06, 2007 2:10 am

I agree with note previewing as well.
"Y-O-U! It's just two extra letters! Come on, people! This is the internet, not a barn!" --Kid President
Zanthos
Posts: 1525
Joined: Tue Mar 22, 2005 3:08 am
Location: US of A

Postby Zanthos » Tue Mar 06, 2007 6:30 pm

I don't really know where this would go, but can we have the option to automatically add resources to a clothing project like we have with tools? and maybe the same interactive clothing menu?

It's not vital, but has the potential to drastically reduce the number of clicks it takes to manufacture clothing, good for slower browsers.

BUt this has probably already been suggested already, hasnt it.
Person: Akamada doesnt control the animals.
You see a wild boar attack Person.
Person: I still dont believe you.

<Spill> Oh, I enjoy every sperm to the fullest.
User avatar
Arlequin
Posts: 495
Joined: Wed Sep 20, 2006 2:32 pm
Location: Valencia
Contact:

Postby Arlequin » Sun Mar 11, 2007 9:26 am

Another suggestion:

Switch the talk form and the character rename form, so we can talk from the character description page. You need to rename a character only once, but then you may talk to him/her very often and then it's an annoyance to load two pages each time, either if you click his name in the activity page or go each time to the people page and click the talk button. Also I would like to keep the description on sight while I'm talking.
♫ bling! ♫
Dozess
Posts: 55
Joined: Tue Oct 03, 2006 1:30 pm

Postby Dozess » Wed Mar 14, 2007 7:43 am

grate idea, Arlequin. 100% support.
skype: dozess
User avatar
the_antisocial_hermit
Posts: 3695
Joined: Thu Sep 23, 2004 4:04 pm
Location: Hollow.
Contact:

Postby the_antisocial_hermit » Thu Mar 15, 2007 1:06 am

Fix the clothing menu... make it nicer... and make it where you can automatically add resources to clothing when you choose to make something. It kind of sucks when you're used to being able to add automatically for most things and all of a sudden you can't on clothing. It's always being overlooked....


And still... again... how about a link to the java chat client on the down page? The information is not enough for some people that would like to get in when Cantr is down. Just a simple link...
Glitch! is dead! Long live Glitch!
Remember guys and gals, it's all Pretendy Fun Time Games!
User avatar
SekoETC
Posts: 15526
Joined: Wed May 05, 2004 11:07 am
Location: Finland
Contact:

Postby SekoETC » Fri Mar 23, 2007 12:18 am

A logical request: Merge the target selection and amount selection pages for giving resources. That would save you from loading one page. There isn't much sense in having them separately anyway, since it doesn't do any checks after selecting the character, you only check for their weight capacity after you've chosen how much to give. Also, that page is missing the famous back button.
Not-so-sad panda
User avatar
Pie
Posts: 3256
Joined: Sun Jun 19, 2005 3:30 am
Location: the headquarters of P.I.E.

Postby Pie » Fri Mar 23, 2007 1:19 am

here's a suestion. Get rid of the extra page when selecting people to view. I should only have to click on that eye button once.
Pnumerical Intuitiong Engyn
Paranormal Investigation Exorsism
Porcupine Interspecies Extra_poison
Pick In Enter

... The headquarters of P.I.E.!!!
User avatar
Sicofonte
Posts: 1781
Joined: Fri Feb 17, 2006 5:01 pm
Location: Into your Wardrobe

Postby Sicofonte » Thu Apr 26, 2007 4:25 pm

Arlequin wrote:Switch the talk form and the character rename form, so we can talk from the character description page. You need to rename a character only once, but then you may talk to him/her very often and then it's an annoyance to load two pages each time, either if you click his name in the activity page or go each time to the people page and click the talk button. Also I would like to keep the description on sight while I'm talking.

Switch or just merge?

I would love the character's description page (when that character is in the same location) having the form for whispering, and the drop-down list for the dragging option, just there.


SekoETC wrote:A logical request: Merge the target selection and amount selection pages for giving resources. That would save you from loading one page. There isn't much sense in having them separately anyway, since it doesn't do any checks after selecting the character, you only check for their weight capacity after you've chosen how much to give. Also, that page is missing the famous back button.


An expansion to this:
Having, anywhere in the Events page (maybe in a bordered menu in the side of the page), three buttons "Take", "Drop" and "Give" with its respective drop-down lists:
- Take button, with a drop-down list for the resource(maximum)/items/notes/keys.
- Drop button, with a drop-down list seeded with the character's inventory, for selectiong the resource(maximum)/item/note/key to be dropped.
- Give button, with two drop-down lists, one seeded with the character's inventory, for selecting the resource(maximum)/item/note/key to give away, and the other seeded with the characters in sight, for selecting the receiver.

Other frequent actions could be in that side menu.


I have seen some webs with user-defined links. This would be just great. You could have fast links for editing your diary note, seeing your favourite map, whispering your lover, hunting those annoying scarabs... all those particular actions that your character does often but always requires more than two page loads to be accomplished (and two page loads when Cantr is lagged is just an agony).
Tyche es una malparida. Espero que Ramnus y Pluto intervengan... o no :P
User avatar
Sicofonte
Posts: 1781
Joined: Fri Feb 17, 2006 5:01 pm
Location: Into your Wardrobe

Postby Sicofonte » Mon Apr 30, 2007 2:53 pm

A simple but useful suggestion from Dertalai's ideas in the Spanish forum:


Adding, in the project setting menu, next to each required resource, the amount of each required resource that the character has in the inventory.

Example:

In one day you can produce 350 gramos of iron. You will need the next resources:
840 grams of iron ore (you have 2000)
560 grams of coal (you have 1200)
1750 grams of limestone (you have 1800).
Tyche es una malparida. Espero que Ramnus y Pluto intervengan... o no :P
tiddy ogg
Posts: 1402
Joined: Sun Oct 02, 2005 8:53 pm
Location: Southampton, England
Contact:

Postby tiddy ogg » Fri May 04, 2007 10:56 am

On the Locations page, for those who can't see the map/understand the symbols on it: Would it be possible to describe the terrain of adjacent locations... ie
"Path to unknown destination becomes
Path to unknown destination (forest)?
User avatar
Sicofonte
Posts: 1781
Joined: Fri Feb 17, 2006 5:01 pm
Location: Into your Wardrobe

Postby Sicofonte » Fri May 04, 2007 11:40 am

In the damage / hunger / tireness bars, the number of the percentage is into de image of the bar. When you are not able to see images, thats a problem.

I would appreciate to change those damage / hunger / tireness bars for the bars systems used for the vehicles/locations capacity, where the number is outside the bar, as text.
Tyche es una malparida. Espero que Ramnus y Pluto intervengan... o no :P

Return to “Suggestions”

Who is online

Users browsing this forum: No registered users and 1 guest