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Hangups preventing adoption

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Date Editor Before After
8/1/2020 1:37:24 AMAUrankAdminGoogleFrog before revert after revert
Before After
1 @Strife40k yes perceived quality is very important. You're free to try out tweaks and make pull requests. Extending the framework ( such as adding glowy button animations) or producing art ( nobody is producting art at the moment) would be good too, but much more work. The UI supports resolutions/window sizes from 1920x1080 to 800x800, so keep that in mind, and make sure to reset your install when working on what new players see when they first launch the game. 1 @Strife40k yes perceived quality is very important. You're free to try out tweaks and make pull requests. Extending the framework ( such as adding glowy button animations) or producing art ( nobody is producting art at the moment) would be good too, but much more work. The UI supports resolutions/window sizes from 1920x1080 to 800x800, so keep that in mind, and make sure to reset your install when working on what new players see when they first launch the game. Simply launching ZK is not indicative of what people see when they first launch it.
2 \n 2 \n
3 [q]However, this is all conjecture. Maybe there is a way to get more granular data on this stuff?[/q] 3 [q]However, this is all conjecture. Maybe there is a way to get more granular data on this stuff?[/q]
4 Yes, more data exists. I wouldn't call it stats though. An old developer pushed for some analytics but was not active enough to do analysis or check that what was added made any sense. 4 Yes, more data exists. I wouldn't call it stats though. An old developer pushed for some analytics but was not active enough to do analysis or check that what was added made any sense.
5 \n 5 \n
6 [q]You know, the cheapest solution to this effort-wise is to put Caretaker in the Factory tab as well as the Economy tab.[/q] 6 [q]You know, the cheapest solution to this effort-wise is to put Caretaker in the Factory tab as well as the Economy tab.[/q]
7 I don't think this would do much and it would break an assumption about the build menu. Why would a player look at each option in the factory tab when they are trying to increase their current unit production? 7 I don't think this would do much and it would break an assumption about the build menu. Why would a player look at each option in the factory tab when they are trying to increase their current unit production?
8 \n 8 \n
9 [q]The current spray density fluctuations I think are a little too subtle.[/q] 9 [q]The current spray density fluctuations I think are a little too subtle.[/q]
10 I had another look and I disagree. Builders that are stalling hard send out one or two individual puffs of nanospray per second. There is a clear visual difference in behaviour between building at 100% and building at 20%. The distinction is not so great when building at 50%, but building at 50% is prettymuch fine. The economy doesn't expect you to perfectly balance it. 10 I had another look and I disagree. Builders that are stalling hard send out one or two individual puffs of nanospray per second. There is a clear visual difference in behaviour between building at 100% and building at 20%. The distinction is not so great when building at 50%, but building at 50% is prettymuch fine. The economy doesn't expect you to perfectly balance it.