What's going on with the new end-of-scenario logic
2007-08-01 02:57:12 GMT
I have taken the first and largest step in changing the way end-of-game works in BfW. Unfortunately, I am also going on vacation for twelve days starting Thursday (training in sword at a martial-arts intensive) and will be unable to hack during that time, being presently without a laptop. (I will have limited email capability, however.) Accordingly, I'm writing here an explanation of what I've done and what still needs to be done. I will probably be able to address some of these issues before I leave. I'm writing them all down do that others who feel motivated can work on them while I'm gone. The effect of the new End-Of-Scenario (EOS) logic is that, in SP mode, dismissing the victory/defeat popup no longer boots you to the next scenario. Instead, you drop into a browse mode where attacks and moves are disabled, but menu commands are available. When you click End of Turn, *then* you go to the next scenario, The motivation for this is twofold. First, Zookeeper wanted people in MP games to be able to stay in-game after victory/defeat, post-mortem it, chat for a bit, then *choose* to exit -- rather than instantly being turfed to the lobby as they are now. I haven't implemented this yet. Second, I wanted to solve a UI issue created when I coalesced the three obnoxious EOS popups the game used to have into one popup notification. Though this was a good change overall, it did have the effect of reducing the degree of control users had over whether autosaves got made or not. My intention was to solve the problem by nuking *all* autosave options and simply letting the user choose to save when he/she wants to through the menus, including at end of(Continue reading)
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