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Author Topic: Outer Colony  (Read 7664 times)

VoyagerGames

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Re: Outer Colony
« Reply #120 on: October 02, 2017, 08:07:20 pm »

Might I recommend putting the skill level of the characters to the left of the check boxes for each related task for the ones that are relevant?

That's an extremely solid idea. It's a little tricky, because many skills often influence single activities, and physical / personality traits often play roles, too. Accuracy when firing an assault rifle, for example, is directly influenced by dexterity, infantry maneuvering skill, and skill on the weapon type, but also by a bunch of indirect and temporary factors, like the operator's fatigue and fear. Fatigue and fear are aggravated and mitigated by traits like aggression and self discipline, as well as cultural factors and the human's own world view / preferences. Environmental awareness and situation specifics, like proximity to family members in life threatening situations, can also play a huge role.

The paragraph above may be a bit meandering, but it serves as a use case to demonstrate what I need provide users. All these factors play roles in the execution of this particular action, but it's not shown well enough to users yet, and I'm not sure what the best way is to display all the data. All these different factors just feed their own modifiers into the equations; I don't think I necessarily need to theory-craft the whole thing for players and explain exactly how all of it works, but some visual flavor of overview needs to be given to help guide users in optimizing their colonists' behaviors.

To that end, I've been trying to come up with good ideas to concisely display *most* of what a user needs to play the game properly. I built out a few in this colonist management UI for visually displaying all skills using area squares, like dwarf therapist. Again, this is a very early development screenshot, but here's an idea of what it'll look like:


I've only been able to develop a few hours here and there for the last week and a half, but I've got a long weekend coming up, and I hope I can use it to cut a new release with the first version of this interface for you guys to mess around with.

Quote
Island life is hard. The lack of resources is frustrating, but traders leave their ship and walk to the bottom of the ocean trying to find "A safe location". Maybe they're trying to walk along the bottom to the opposite shore?
This is a great test case, Scout. I haven't messed around with building in areas that are surrounded by water, and this will probably play havoc with some of my location utility functions. I wonder what the hell those idiots are running from, prompting them to find a safe location. I might need to expand the action text for this activity to provide that information.

Did they at least drown when they idiotically tried hiding at the bottom of the ocean? If they're still alive and just hanging out down there, this is indication of a pretty serious bug with drowning calculations. This is a great test case you're trying out - I can't believe I haven't really played on a small island before, but huge thanks for thinking of this!
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The Scout

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Re: Outer Colony
« Reply #121 on: October 02, 2017, 10:10:20 pm »

Quote
Island life is hard. The lack of resources is frustrating, but traders leave their ship and walk to the bottom of the ocean trying to find "A safe location". Maybe they're trying to walk along the bottom to the opposite shore?
This is a great test case, Scout. I haven't messed around with building in areas that are surrounded by water, and this will probably play havoc with some of my location utility functions. I wonder what the hell those idiots are running from, prompting them to find a safe location. I might need to expand the action text for this activity to provide that information.

Did they at least drown when they idiotically tried hiding at the bottom of the ocean? If they're still alive and just hanging out down there, this is indication of a pretty serious bug with drowning calculations. This is a great test case you're trying out - I can't believe I haven't really played on a small island before, but huge thanks for thinking of this!
Most of them just vanished, but atleast one from each shuttle is hiding at the bottom of the ocean.
I'm no good with the building system, so the colony lives underground and has the important stuff up top.
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ollobrains

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Re: Outer Colony
« Reply #122 on: October 08, 2017, 04:31:07 am »

im liking the new approach UI to needs / jobs / allocation of tasks it is looking good
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VoyagerGames

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Re: Outer Colony
« Reply #123 on: October 09, 2017, 01:45:42 pm »

There's nothing like a long weekend for getting some Outer Colony work done, and version 0.5.52 should be going live momentarily. This release is focused entirely on the new colonist management interface, which hopefully gives a little bit of the functionality needed to make running a colony easier. My focus here was really on reducing tedium and presenting data in a quickly accessible manner.

With that said, this release is just a first crack at things! I'm the only one who's used it at all so far, and I'm positive you guys are going to recognize improvements that can be made as soon as you try it out. There are a few things I already want to add, like etgfrog's suggestion for showing related skills / stats next to activities in the work configuration view, but I couldn't come up with an elegant way to do it.

I'm thinking tooltips, perhaps! This is to say that when you hover the mouse over a particular job, a graphic will pop up that shows skill and stat levels for everything related to the activity. I didn't have time to code it today, and I didn't want to hold up this initial release any further, but it's something I hope to experiment with in the coming weeks.

With that said, here's a quick overview of the new interface. It can be accessed from the top menu bar, under Colony Configuration -> General Colonist Management.



The first thing you'll see is the simplified activity management view. You can change views by clicking on the drop-down box in the top left corner of the UI. You can check and uncheck boxes here to simply enable and disable types of work for colonists.

Also, in both this and the advanced activities view, you can click the "Auto Configure All" button - this will algorithmically set work priorities on all activities for all colonists, based on their calculated aptitudes. Basically, clicking this button performs the exact same task that a competent minister of labor will perform during his work shift. The algorithm isn't perfect, and players may still want to tweak priorities for a bunch of reasons, but this will generally make colonists do the things they're best at.



The second part of the activity view is its advanced mode. Here, you can set specific priorities for all the different tasks.



Next, there's a skills view. This is pretty straightforward, showing all the skill levels of all your colonists. Consult the map key at the top of the window for a description of how to read the graphics, but hopefully it's visually intuitive. You can also click on the column headers to sort colonists by skill level. For example, if you want to see the most skilled miners, click on the "Mine" column header.



Finally, there's the stats view. This shows all the physical and personality stats for your colonists. Again, you can click on the column headers to sort your colonists, which I've found pretty handy.

If you guys have any questions or suggestions, please feel free to post them, as always! I know there's still a lot of room for improvement here, but I hope it makes the mechanics of playing the game a bit easier.
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( Tchey )

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Re: Outer Colony
« Reply #124 on: October 09, 2017, 03:46:43 pm »

I need to try it, but from here, it seems to be an excellent RimDwarfWorldTherapist-ish tool.
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ollobrains

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Re: Outer Colony
« Reply #125 on: October 17, 2017, 09:07:18 pm »

it seems like a good solid improvement and will make colonist management a lot easier, and additional room to build on it
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ollobrains

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Re: Outer Colony
« Reply #126 on: October 21, 2017, 10:32:20 pm »

its actually a pretty wide range of duties adn roles already embedded in the game as well
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