After watching second part of Knights Province play (https://www.youtube.com/watch?v=33tjOSoJfNQ) I’ve decided to look into house notifications. As of Alpha 7.1, they indicate when a house if missing a worker, or a connecting road (these are 2 very popular situations for new players). In Alpha 7.1 those notifications are rather vague and easy to miss in the background. So I’m drawing new icons for them. Here is the style:
Icons are good at attracting attention, as they should, but I’m not entirely happy about the style – it looks a bit “artificial”.
Key thought on the matter:
games do have artificial elements all over them (take “magic” GUI for example).
a town with dozens of these icons could look “crowded”.
this is an RTS, genre where you need to manage a lot of different things and every help from the game is appreciated.
“float-above” notifications are more affordable than arriving messages, which need to opened, read, clicked “go to”, finding an outlined/highlighted house and only then seeing a problematic house.
perhaps notifications can become houses “thoughts”. I need to think more in that direction ..
Until then, this is what I’ve been working on today (and refactoring controls render overall) 🙂
Fixed a couple of bugs today, as usual. Did some GUI tweaks. And also implemented stacked CPU profiler. This is a nice way of seeing where CPU time gets spent.
Profiling 8-players skirmish mission. Most of the CPU time is spent on updating units .. Not a big deal yet, whole update takes ~6,5msec (out of available 100). Still it would be nice to optimize later on, so that on x10 speed it did not take 65msec (leaving too few for render and such)
P.S. Alpha 8 will feature new skirmish mission for 8 players!
Delivery task got corrupt when destination was destroyed and Serf was looking for a new destination. (yes, Serfs don’t throw away wares now, they will try to find a new demand)
Blanks were not properly unregistered from School. School was really surprised to see a Blank it was going to train to sit in Tavern xD
House animations sounds were not reloaded properly after save/load. There were several design mistakes working together. Now it should be fine.
Blanks were not taken from the Camp.
Perhaps there will be a new handy little function – when you click on a unit icon in the statistics page in the game, viewport will move to a unit of that type. Second click will move to a next unit of that type.