Comments (10)
I made this mockup with some random unicode symbols for building icons to visualize:
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I know nobody has responded but the idea continues to resonate.
Those icons could be white circle/black icon, while a building being built (has production or is top in queue) could be a yellow icon only. For example.
Additional noise: a selector button toggles build-able's as grey icons, clicking that icon queues the building. Passed to the city queue, no jump to the city screen, icon changes grey to yellow if at top of queue. Resource and global availability is checked, screen updates to reflect buildable status (wonders can only be built in one city). Competing builds would both show yellow in this instance. Clicking a yellow icon ejects the build from that city queue.
Definitely sounds like a good idea, not a big deal if you devs decide the design doesn't fit.
from unciv.
nobody has responded
In part because sometimes your language is hard to understand. No - that doesn't trigger "let's ignore what I don't get", more like "let's sleep over this, maybe I'll get it tomorrow"1. That mockup explains much. Could be a new Overview page.
Footnotes
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or next century ↩
from unciv.
hard to understand
I kinda wish people (in general) would be more forthcoming when these communications aren't understood, makes sense to me but seems to frizzle others inducing awkwardness. np clarifying. Total 💯 @SomeTroglodyte for your explanation here. My Vision-ization to written language api might be using uncommonly abstract protocols...
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I am very prone to the temptation to use too flowery language, so I understand. But here it's better to consciously try to keep it simple. Not too simple - omitting verbs and similar stuff won't help either....
And you're a bit unlucky - I had a prototype at least compile some six hours ago (but has an init order bug - still not bad for maybe an hour of writing), but then weekend priorities stopped it for now. Interesting experiment, though. I built the SortableGrid/ColumnProvider widget for slightly different usecases, and so far the column provider was static - as enum. But doing all that dynamically proved pretty straightforward - that was really a morale booster, seeing that my topdown design is robust enough for entirely new uses...
The sortability feature isn't the reason to use that framework, but might even work - the cell "values" are buildable/built levels - impossible, possible, queued and built - and by those we should be able to sort once it runs - for free. The one thing in your mockup that is a bit harder is rotated labels - could prove to be anywhere from trivially easy to "rewrite the library" with Gdx scene2d. But for the first draft those labels will go into tooltips instead.
from unciv.
Yea since you and the other devs got me straightened out on code feasibility, like a quick hello world, could result in a refactor. How, why, I don't get it. Maybe it's quantum cpu logic - hard things are easy, easy are OMG ABORT.
Simpler, hmm. I'll see what I can do. btw I played your pixel dungeon game, fun but frustrating lol
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This is live code:
... but I can't get a certain glitch out: The wider-than-screen view has misaligned columns until you click any column to resort, afterwards it's fine. The "why" so far completely escapes me. Yes, this is only 4 lines changed vs. the code that took 2h max on thursday/friday (4 lines because the Portrait class ignores setColor), but no, the misalign resists 2h of debugging.
Also - all the Wonders: One might want to have a filter, but I have no idea where to place that without breaking the Widget hierarchy in a hard-to-reconcile way. Floating will get in the way sooner or later. Have it eat vertical space like unit supply? Not tasty either.
from unciv.
Isn't the wonders screen fulfilling the purpose? I'd say such a filter is unnecessary.
from unciv.
Not sure when I can (or want to) continue tweaking this.
Anybody wish to see the code -> https://github.com/yairm210/Unciv/compare/master...SomeTroglodyte:BuildingOverview?expand=1
Debug APK (usual disclaimer): https://drop.picasoft.net/r/DkqbLjzz#EVLEB90z9pSkxpcx4NjG3b7Ejh9XKQg0YiGldCUTeI0=
Debug JAR: https://drop.picasoft.net/r/nQZUXkTG#TDaD1jCHDzra/gEB7mWfo17Ec+itAZqPytfmNeeV0Wg=
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Super appreciate you spending your time trying to make this work @SomeTroglodyte
Thank you!
=)
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Related Issues (20)
- Map editor crash placing any improvement HOT 1
- Possible typo: rigg HOT 3
- At turn ends, theres a bug to kick me out the game HOT 1
- Some typos HOT 1
- "Hidden from users" not hiding promotion uniques when displayed in Civilopedia or Nation picker screen HOT 1
- SOLVED: Crashes when putting tile improvement in map editor HOT 3
- NullPointerException on getDiplomacyManager() HOT 3
- Feature request: Add background music or onomatopoeia HOT 6
- "Suppress warning" modifier showing up on uniques in Civilopedia
- Cannot load save HOT 14
- Build lists on city screen load extremely slow HOT 2
- Gold duplication bug by disbanding already disbanded units HOT 1
- Destroyed civ can use espionage HOT 2
- "Removes removable features when built" doesn't remove terrain fetures when used in non-Great Improvement HOT 1
- Improvements for the map editor HOT 4
- River occuring in coast tiles HOT 4
- AI can declare war that was seemingly impossible to declare HOT 3
- Stuck and crushing on building items HOT 1
- "pick now" allows scheduling improvements without required techs HOT 6
- when war declared, units present on the rival territory due to open border trade should be pushed back HOT 1
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