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0.G Final Push #62352

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I-am-Erk opened this issue Nov 24, 2022 · 13 comments
Closed
12 tasks done

0.G Final Push #62352

I-am-Erk opened this issue Nov 24, 2022 · 13 comments
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<Bug> This needs to be fixed <Bugfix> This is a fix for a bug (or closes open issue) (P1 - Critical) Highest priority (for ex. crash fixes)

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@I-am-Erk
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I-am-Erk commented Nov 24, 2022

We're almost there.

0.G release is taking a long time due in large part to the senior devs all being quite busy IRL. However, we are at the last few stages of the project and the remaining PRs are quite easy to fix. This issue exists just to pin those PRs and bring attention to them.

Testing/Review needed:

Quick Fixes:

More complex but still accessible:

Need some more information:

Not on this list

If there is something you think really needs solving before stable, bring it up in the comments.
There are also some issues we may try to add to the list depending on progress. In particular:

  • Monster exclusion zones: In order to help protect quest NPCs, it would be nice to be able to cover faction bases in a monster exclusion zone, a zone where monsters can't path in. This would solve a lot of "quest is now impossible" issues. For now we're not considering it a release blocker but it's quite highly requested.
  • NPC go home: NPCs who path out of there safe zones die, and this is a big problem. While turning off portal storms will solve a lot of this, it's still something that should be resolved. Since we do have NPC activity zones, it should be fairly easy to use similar code where static NPCs will return to their start point when they aren't in combat. Again, this is probably not going to be made into a release blocker, but we'd really love to have it for stable.
@I-am-Erk I-am-Erk added <Bug> This needs to be fixed (P1 - Critical) Highest priority (for ex. crash fixes) <Bugfix> This is a fix for a bug (or closes open issue) 0.G Feature Freeze labels Nov 24, 2022
@I-am-Erk I-am-Erk pinned this issue Nov 24, 2022
@Hirmuolio
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Hirmuolio commented Nov 24, 2022

#62155 to get usable units::power.
Then quick swap in json from writing power in energy to power in power.
It would be very quite annoying if the swap happened after stable (writing power in energy in json was recently introduced to experimentals so it would be forgotten temporary thing that never entered stable).

@oosyrag
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oosyrag commented Nov 24, 2022

Any hope of solving or improving outstanding Android issues for stable? The game plays pretty great on mobile when set up properly. The number of hoops that need to be jumped through is rather absurd though.

Specific list of issues that could be addressed:

The font selection bug, aggravated by the fact that some file managers cannot access and modify the files needed for the workaround. e:Didn't realize the default font issue had been resolved at some point, I don't even see the option to pick fonts anymore.

Somewhat related, auto font size, height, and width being determined by the number of desired rows could be a nice touch.

Finding out native resolution and making use of it. Because disabling fullscreen scaling doesn't work (the game is always scaled to fit, regardless of the setting), the user can never know how much actual screen real estate is available just by looking.

It would be great if the game could get and report the available resolution available to it somehow. Even if the user knows the screen specs on their device, the account of pixels taken up by the notification bar, notch, and soft keys is often not published or easily accessible. Automatically setting a terminal height and width would be even better.

Opinion: Adding some more commonly used and useful default keys to the quickbar for new players. My recommendation would be 0@imxas"$ and maybe d&* (Currently 0mi). I think ? and } show up automatically right away as a context buttons as well.

There are quite a few places missing useful automatic contextual quickbar shortcuts. I wish I knew how to add these so I could do so whenever I run into them while playing.

Opinion: Changing the default memory tile overlay to bluedark from sepia. It was insanely disorientating for memory tiles outside of lit vision range to be brighter than currently visible tiles, when in the dark.

Opinion: Swap the esc/back functionality to the back button (natural tenancy to try to use the back button to go back), and the soft keyboard to double tap, or add an option to be able to do so. At the very least, mention that double tap is back somewhere, anywhere. This was the first thing that immediately stumped me when using the Android version that required searching and looking up how to navigate the menus, as hitting back bright up the soft keyboard, yet there is no escape button on soft keyboards.

The auto manage virtual keyboard option is wonky. It doesn't open when it could be useful, and sometimes even closes the keyboard when it should be open.

@I-am-Erk
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@oosyrag are you able to link a few issues for those? Some are definitely blocker candidates (unfortunately)

@Zireael07
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Zireael07 commented Nov 24, 2022

Auto-manage Android keyboard is #62247
Android access to folders is #60740
Android graphics (row/columns) settings is partially covered in #59850 (note that automatic dpi detection is possible but can be wonky, Godot Engine editor for Android has issues with it). Note that someone has UI cut off in #54329 which is reminiscent of Godot problems, too
Some other Android port defaults are mentioned in #58280
Android port quickbar/canceling things is also mentioned in #52630

I can't find issues for the memory tile overlay nor the esc/back change to back button anywhere, but they're both reasonable asks.

@oosyrag
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oosyrag commented Nov 24, 2022

My apologies! Wasn't quite fully awake yet when I wrote that, I obviously should have linked the issues. I even had some of them open while writing. Thanks for the assist Zireael.

Regarding graphics settings, I understand it may be technically unfeasible to get perfect optimization of resolution automatically for each device, but there are approaches to alleviate the issue if screen resolution data is available. I'm unfortunately not very familiar with Android and what device information is available to a program. I'll elaborate more in the respective issue.

The memory tile overlay and ability to bind soft keyboard and escape are my own ideas that I never made issues for. I'll do that shortly, but I also wouldn't consider them release blockers, more feature request. But I do think the double tap to escape needs to be mentioned somewhere at least, it's pretty important as far as usability goes! Especially for a new user coming in to a stable build.

@Moth-Tolias
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[...]

  • NPC go home: NPCs who path out of there safe zones die, and this is a big problem. While turning off portal storms will solve a lot of this, it's still something that should be resolved. Since we do have NPC activity zones, it should be fairly easy to use similar code where static NPCs will return to their start point when they aren't in combat. Again, this is probably not going to be made into a release blocker, but we'd really love to have it for stable.

if the latter was implemented, would that work as a fix for the former?

@oosyrag
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oosyrag commented Nov 25, 2022

#62387 is an issue I opened for requesting esc/back swapped for Android. I'm not confident enough to make this change myself.
#62385 is a pull request to change the default memory tile overlay, which affects desktop users as well.

I understand changing defaults can be a touchy subject and I won't be particularly devastated if they don't make it in.

@jfferson
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one thing auxiliar to "NPC go home", maybe could be danger heat maps, that could be based on the monster locations, threat level, speed and their detection area. Then the same logic used for heat could be used to make the map. For it to work properly the NPC should also project the random movement of the monsters, which would be added to the limits of the map. Then they could try to avoid those when out of safety zone, because it could have some chance to have monsters just about the safety zone, then setting time could still not resolve the deaths, also another option could be to not let them leave altogether. it could also make the NPCs from the player smarter on combats, by allowing to contextualize combat rules according to threat levels

@I-am-Erk
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if the latter was implemented, would that work as a fix for the former?

Not really. NPC go home won't stop them from smashing out windows and wandering into danger zones, it just sends them back after they do. We still need to have several types of safety test that prevent NPCs from wandering insanely into danger

@jfferson
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if the latter was implemented, would that work as a fix for the former?

Not really. NPC go home won't stop them from smashing out windows and wandering into danger zones, it just sends them back after they do. We still need to have several types of safety test that prevent NPCs from wandering insanely into danger

you do have a loop on which the NPC verifies the environment, or something similar? I just want to know where it is, in order to try implementing that "danger heat map" that I talked about, or at least adapting NPC behavior if it already exists. You know, I don't want to have spoilers on my gameplay. It could support some addition to behavior

@I-am-Erk
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I'm not yet the right person to ask, though I'm strongly considering learning the code for this better. Feel free to bring it up in discord, it's not really on topic for this issue

@Night-Pryanik
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Hooray, it seems that all of issues were either fixed or deferred to some later time.

@I-am-Erk
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I-am-Erk commented Dec 7, 2022

Yup! Still a few left but we're doing great

@I-am-Erk I-am-Erk closed this as completed Dec 7, 2022
@I-am-Erk I-am-Erk unpinned this issue Dec 7, 2022
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