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0.G Final Push #62352
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#62155 to get usable units::power. |
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:
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. |
@oosyrag are you able to link a few issues for those? Some are definitely blocker candidates (unfortunately) |
Auto-manage Android keyboard is #62247 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. |
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. |
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if the latter was implemented, would that work as a fix for the former? |
#62387 is an issue I opened for requesting esc/back swapped for Android. I'm not confident enough to make this change myself. I understand changing defaults can be a touchy subject and I won't be particularly devastated if they don't make it in. |
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 |
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'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 |
Hooray, it seems that all of issues were either fixed or deferred to some later time. |
Yup! Still a few left but we're doing great |
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:
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