#Ordered action list for things that will happen at the end of the players turn

1 messages · Page 1 of 1 (latest)

paper gyro
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It can be challenging to understand what's going to occur at the end of the players' turn (and in what order).

This is especially true when the monsters are casting buffs (+attack or +block).

I would recommend a button somewhere on the UI that, when clicked, would display a list of everything that's going to happen:

  • Monster 1 attacks Player 1 for 3 dmg
  • Monster 2 increases attack power of all monsters by 3
  • Monster 3 grants 10 block to all monsters
  • Monster 4 hits all players for 6 dmg
  • Monster 5 summons
  • Armageddon goes boom

This would also help new players understand the game better.

Extra points if you make it so we can hover over the event in the list and have the corresponding monster be highlighted.

polar beacon
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I should probably delete this before the team sees this and resign en masse archduck

A good idea, we will discuss it internally. Might be very tricky to implement, though.

paper gyro
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All the information should be available, so easy peasy archduck

uncut sun
# paper gyro It can be challenging to understand what's going to occur at the end of the play...

OH MY GOD. This might be the best idea I've seen yet.

I wonder how the action phase is coded. If the action phase happens based on x/y position criteria on a loop or enemyMoveCompleted == 0, then this might be tricky.

Maybe an easy fix would be to have a "fake" enemy turn happen at the start of player turn? All enemy moves are made but make any applied effects NULL. Instead of having damage, healing, buffing actually "happening" it prints out what WOULD have happened to a log.

"Fake" enemy turn would return the result of "Actual" enemy turn to a log that gets displayed on screen?

I'll keep brainstorming ideas. This definitely needs to make the to-do list!

polar beacon
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I see the same issue here as with the Damage Reflection #1073226576596041789 - it would spoil the random stuff, summoning positions and so on.

paper gyro
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Just hide or mask random stuff. You can just say "Monster summons" without saying what or where.

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Stop making excuses for not wanting to do the really complicated feature archduck

indigo ice
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Honestly, and this might be an unpopular opinion, I think the current systems are fine for immediate readability. an Ordered list seems overkill when the most important info is, what damage are you doing, and how much damage are you taking.

paper gyro
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The biggest flaw with the current system is that attack buffs happening at end of turn are not included in the strength values of the monsters. So there is very often a situation where if you add up all of the damage output on screen, it doesn't match the damage that the player is taking

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This is SUPER confusing unless it dawns on you that the buffs are not being taken into account for the monster strength values

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In fact, it's still not clear to me if all the buffs happen first, then attacks or if the monsters have an inherent turn order regardless of intent