#Tooltips Improvements

1 messages · Page 1 of 1 (latest)

leaden heath
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I dont know if anyone here has played a little game called Megaloot. While it isnt a perfect game it has an excellent tooltip system that i think could work well if keywords are utilized in this game. I attached a video to showcase it rather than try to type out an explanation.

wanton nacelle
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crimminy jicket the Tooltip stacking 😓
i don't really consider that many levels of Tooltips to be intuitive?

Mycopunk does already tend to add extra bits to Tooltips to explain what some things are.
could do more of that.
and ofcourse Risk of Rain style Keyword coloring is always good. and if you have a small 'Encyclopedia' in the game that one can look up what those Keywords do and how they affect things, that sounds good to me.

leaden heath
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keywording is certainly the thing i think is most important. it sets you up for success in the future

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i just like the stupid level of detail that those tooltips let you go to without having to search through menus to find the definitions

wanton nacelle
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mmm, just won't be intuitive, you'd have to tutorialize the user on doing that and then remind them they can do that
2 layers can maybe be intuitive, but not 'infinite'

leaden heath
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well the reason for infinite is because if there is a keyword inside of a keyword. id hate to be told no for the information if its abritrarily decided that im stopped from continuing to highlight words

wanton nacelle
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idrc if a UI allows it, just can't assume that it's enough / will be used by most when it's stacked that deep
shouldn't be relied on as the only source of information