Všechna hlášení
Hlášení Herd
#71505: "Undo"
rejected: Vývojáři si myslí, že to není dobrý nápad nebo poměr cena/výhody je příliš vysoký
1
Čeho se toto hlášení týká?
Co se stalo? Prosím vyberte níže
Podnět: podle mého názoru by následující významně vylepšilo hru
Detailní popis
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• Prosím popiš svůj návrh přesně a konzistentně, aby bylo snadné pochopit, co máš na mysli.
I think during your turn there should be an undo button especially when your actions don't remove a stone
• Jaký prohlížeč používáte?
Google Chrome v105
Historie hlášení
10. Sep 2022 09:03 • MarkSteere • Vývojáři si myslí, že to není dobrý nápad nebo poměr cena/výhody je příliš vysoký:
I don't like confirm buttons, last move indicators, or undo buttons. I have added last move indicators to some games because there was a lot of demand for it, but demand for undo is rare. Take two seconds, figure out what you're doing, and do it. There's really no need for coddling or spoon feeding.
13. Sep 2022 16:05 • PirateKitten • Vývojáři si myslí, že to není dobrý nápad nebo poměr cena/výhody je příliš vysoký:
Adding an undo button is extremely common. People play on their mobile phones and mis-taps are common, not everyone can click perfectly even on a desktop. It is not coddling or spoon feeding, it's a basic accessibility consideration.
13. Sep 2022 16:26 • MarkSteere • Vývojáři si myslí, že to není dobrý nápad nebo poměr cena/výhody je příliš vysoký:
Can't make it accessible for everyone. Have to draw the line somewhere. Moved on from Herd already. And I won't be returning to it unless there's something really pressing. Now programming Diablo. Also a dice abstract. But much more strategic.
13. Sep 2022 16:35 • PirateKitten • Vývojáři si myslí, že to není dobrý nápad nebo poměr cena/výhody je příliš vysoký:
Great attitude on something completely simple to implement, especially for a game in beta. Hope you factor it into your future games at least so more players can enjoy your games.
13. Sep 2022 16:56 • MarkSteere • Vývojáři si myslí, že to není dobrý nápad nebo poměr cena/výhody je příliš vysoký:
If it's so simple, you can use it in your programs. I'm not doing work to produce something I don't want just to coddle players.
13. Sep 2022 17:37 • PirateKitten • Vývojáři si myslí, že to není dobrý nápad nebo poměr cena/výhody je příliš vysoký:
I do, I've implemented undo in games I have implemented on BGA, in cases where it was significantly more work due to the more complicated nature of the games. They were very popular additions.
Again, accessibility is not coddling. I can see this discussion won't get anywhere more productive so let's leave it there.
Again, accessibility is not coddling. I can see this discussion won't get anywhere more productive so let's leave it there.
14. Sep 2022 03:41 • MarkSteere • Vývojáři si myslí, že to není dobrý nápad nebo poměr cena/výhody je příliš vysoký:
Make sure of your move, zoom in, and touch the stone. Boom. Done. Bob's your uncle.
14. Sep 2022 05:53 • MarkSteere • Vývojáři si myslí, že to není dobrý nápad nebo poměr cena/výhody je příliš vysoký:
I'm not insensitive to accessibility. Actually I'd like to make my games playable on a pin tablet for the totally blind. I don't know of any input/output pin tablets though. You should be able to select a piece or square by pressing on its pins.
When programming for BGA, I try to make the playing pieces as large as possible and select colors for them that contrast well with each other and against the background. Look at Cephalopod. You'd have to be totally blind not to find it accessible. Legal move highlight colors aren't so critical. There might be a green translucent shading over a tan wood background - invisible to some with color issues.
You may have noticed that most of my games are relatively simple. Some extremely so. Dodo: Move forward until you can't. Hadron: Place a tile next to an equal number of friendly and enemy tiles. In my interfaces, I like to maintain an overarching theme of simplicity. If your game has rings, balls, cones, meeples, and a map of medeival Europe, a confirm button or undo button won't increase the clutter much. But in my games it will.
Every programmer has to decide how to compromise between aesthetic and accessibility - where to draw the line. You can't destroy the aesthetic because 98 year olds can't play on their Motorola Razr. At some point it's time to upgrade to a tablet. And then to a PC.
What if your befuddled uncle accidentally presses the confirm button instead of the undo button? Now you need an undo confirm button. You have to draw the line somewhere.
When programming for BGA, I try to make the playing pieces as large as possible and select colors for them that contrast well with each other and against the background. Look at Cephalopod. You'd have to be totally blind not to find it accessible. Legal move highlight colors aren't so critical. There might be a green translucent shading over a tan wood background - invisible to some with color issues.
You may have noticed that most of my games are relatively simple. Some extremely so. Dodo: Move forward until you can't. Hadron: Place a tile next to an equal number of friendly and enemy tiles. In my interfaces, I like to maintain an overarching theme of simplicity. If your game has rings, balls, cones, meeples, and a map of medeival Europe, a confirm button or undo button won't increase the clutter much. But in my games it will.
Every programmer has to decide how to compromise between aesthetic and accessibility - where to draw the line. You can't destroy the aesthetic because 98 year olds can't play on their Motorola Razr. At some point it's time to upgrade to a tablet. And then to a PC.
What if your befuddled uncle accidentally presses the confirm button instead of the undo button? Now you need an undo confirm button. You have to draw the line somewhere.
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