Topic: Getting rid of the green balls in the immovable bobs menu tabs
Astuur Topic Opener |
Posted at: 2011-04-29, 18:37
Can anyone tell me what needs to be done to have meaningful icons there Being no programmer, I apologize for all my suggestions that imply undue workload and for other misjudgements due to lack of expertise or relevant skills. |
SirVer |
Posted at: 2011-04-29, 21:02
A start would be to categorize the immovables. Currently they are only listed in the order they are loaded from the disk and then choped into a small number into each tabs so that the window is not getting to wide. A categorization would be nice to order them properly. Top Quote |
Astuur Topic Opener |
Posted at: 2011-05-09, 10:24
I have been looking into this and doing so, two ideas emerged. 1) Many of the immovable and critters - even trees- are really linked logically to the terrain type. 2) We should go for quite a few more items in the editor; many things are missing, that would be nice to have. So, I am wondering, whether it may not be a good idea to have a dynamic sorting of all bobs, rather than a static one, Sorted list could be created for each terrain type, and displayed depending on:
As always, I cannot judge about the feasability or effort and whether it's worth the benefit. Being no programmer, I apologize for all my suggestions that imply undue workload and for other misjudgements due to lack of expertise or relevant skills. |
Nasenbaer |
Posted at: 2011-05-09, 17:22
I understand your point, but have a different view there - if the list is sorted dynamically (and thus would reorder itself for every other terrain chosen) I would never find what I am looking for, as the list does not stay the same way. As it is now, I know where the trees are, so I click the tab and directly got them - with dynamic order, I would not find them. So my idea would be: Generally order in categories (it somehow is already that way for trees and stones, as the list is alphabetically listed - howecver one could definitely improve it):
And than A) first show a window with a representing icon for each category - clicking it will open a new window with a list of items of that category -> negative point: you can only select items of the same type at once for random placement (and yes I often place random trees, stones, gras, bushs, mushrooms, small stones and so on - make a map look more natural) Leave the list as it is (just reordered after the categories above) and instead of the green dots, show the first item of that page as icon for the tab. -> negative point: the list will still be long and become even longer, once new items are introduced. However personally I prefare B Cheers Nasenbaer Top Quote |
Astuur Topic Opener |
Posted at: 2011-05-09, 19:59
Hehe, I can give that right back, Nasenbaer: I understand your point! One of the things, that I had in mind with the dynamical lists, was to attract newcomers a bit more to that task, Yes, we will need some submenus as the items get more, but must be careful not to introduce more of them than is necessary. Independant from that, I think the trees take too much visible space in the picklist. The same is true for the different sizes of harvestable stones, and might be adressed in a similar way. Being no programmer, I apologize for all my suggestions that imply undue workload and for other misjudgements due to lack of expertise or relevant skills. |
SirVer |
Posted at: 2011-05-11, 08:19
I follow this discussion and so far no clear idea emerged for me on the right way to do things. I agree with Nasenbaer that a dynamically reordering menu will not be beneficial. I see the argument that this will propose more likely items to newcomers but to the price that you do not have to learn one ordering, but very many. Also there is a gold rule of UI design that says that you should keep stuff in place - microsoft was scolded for their feature to hide menu items that are rarely used on experience. Top Quote |
ixprefect |
Posted at: 2011-05-12, 14:42
I personally like Nasenbaer's options A and B about equally. There is a parallel to how wares and workers were put into meaningful groups manually, and doing the same type of thing for the immovables in the editor seems like a good idea. A lot of the "secondary" immovables such as the small trees could be moved into some "additional items" category, making it easier to select the "primary" immovables that you want (tree types). Top Quote |
Astuur Topic Opener |
Posted at: 2011-05-15, 19:07
I honestly think that we will all run into problems in future times, if we do not find logical criteria for a hierarchy of placeable items.
This is only how I work on maps after the initial phase. I am still trying to find a good system, but I get so flooded with ideas of possible new items that come to my mind, that I am not making too much progress. Being no programmer, I apologize for all my suggestions that imply undue workload and for other misjudgements due to lack of expertise or relevant skills. |