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ilitarist
Apr 26, 2016

illiterate and militarist
When people ask for reactivity in story-focused games they often do not realize how difficult it is. Suzerain is a relatively small game with almost all of yhe choices being binary and you can't affect order of those choices or do anything at all except reacting to events. Even then you see strange inconsistencies on your casual playthrough even before you try to break the game.

Systemic approach is counter-intuitively less insane. CK3 approach of simulating the world with formulas allows for a less janky story than Suzerain which has just several dozens well-defined characters.

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Eastbound Spider
Jan 2, 2011



on my second playthrough of suzzyrain i let random.org pick all the choices for me.




And that is the story of how I became a centrist

The Cheshire Cat
Jun 10, 2008

Fun Shoe

ilitarist posted:

When people ask for reactivity in story-focused games they often do not realize how difficult it is. Suzerain is a relatively small game with almost all of yhe choices being binary and you can't affect order of those choices or do anything at all except reacting to events. Even then you see strange inconsistencies on your casual playthrough even before you try to break the game.

Systemic approach is counter-intuitively less insane. CK3 approach of simulating the world with formulas allows for a less janky story than Suzerain which has just several dozens well-defined characters.

Players will often read way more narrative context into systems than actually exists. People's brains are very good at filling in those gaps, and making essentially random events into some kind of coherent story.

They do this with real history as well.

TwoQuestions
Aug 26, 2011
https://www.youtube.com/watch?v=DVX-1FKcq1A

I really like how technology spreads from place to place, I forget if that was in a dev diary or not.

Cantorsdust
Aug 10, 2008

Infinitely many points, but zero length.

TwoQuestions posted:

I really like how technology spreads from place to place, I forget if that was in a dev diary or not.

I understood what they were meaning to say, but the statement "If you don't research machine guns you'll still find out what they are... eventually" sounded a lot more ominous than I think they intended.

Hellioning
Jun 27, 2008

I think they intended it to sound that ominous.

Magissima
Apr 15, 2013

I'd like to introduce you to some of the most special of our rocks and minerals.
Soiled Meat
New dev diary, on UI. Nothing earth-shattering but the UI is looking pretty nice. They've clearly made progress since the early DDs.

trapped mouse
May 25, 2008

by Azathoth

Magissima posted:

New dev diary, on UI. Nothing earth-shattering but the UI is looking pretty nice. They've clearly made progress since the early DDs.

quote:

Buttons are the main elements in the game and UI that the player interacts directly with. From the UX point of view, players would need to identify the buttons almost instantaneously.

If this sounds too obvious to even mention, you probably haven't played Imperator Rome. The UX started out pretty boring, but when they spiced it up they got a little too creative and suddenly it's impossible to tell what is clickable and what isn't.

TwoQuestions
Aug 26, 2011
For some reason a lot of programmers really hate UX stuff, I think it might be the "RTFM, idiot!" mentality still around.

Glad to see that's changing!

idhrendur
Aug 20, 2016

TwoQuestions posted:

For some reason a lot of programmers really hate UX stuff, I think it might be the "RTFM, idiot!" mentality still around.

Glad to see that's changing!

It's a pretty different specialty than what many of us train to do, as well.

Red Bones
Aug 9, 2012

"I think he's a bad enough person to stay ghost through his sheer love of child-killing."

I know it's done to meet players' preconceptions about the Victorian period, but it's kind of funny that the art direction emphasises an 'aged' and 'vintage' feeling through faded textures and yellowed paper etc. Like, the reason Victorian things look like that to us today is because when we encounter objects from that period, they're 150+ years old. I wonder if they did any UI mockups without the vintage aging effect, Victorian-era visual design could get very bright and garish at times.

I do really like that from what we've seen of the 2D illustrations in the UI and concept art/loading screens, they've avoided the trap of making all the colours black and white or brown and washed out just because it's the past.

ilitarist
Apr 26, 2016

illiterate and militarist
You can't make a game about Rome or Greece without white statues!

But anyway I think this is the case of good UX more than the concept. You don't need the UI to distract from the real information, or for busy background to make font less readable. Faded theme just looks good in any UI.

ilitarist fucked around with this message at 13:10 on Jan 21, 2022

fuf
Sep 12, 2004

haha

Red Bones posted:

I know it's done to meet players' preconceptions about the Victorian period, but it's kind of funny that the art direction emphasises an 'aged' and 'vintage' feeling through faded textures and yellowed paper etc. Like, the reason Victorian things look like that to us today is because when we encounter objects from that period, they're 150+ years old. I wonder if they did any UI mockups without the vintage aging effect, Victorian-era visual design could get very bright and garish at times.

it's also just funny in general that strategy games think the UI has to somehow be themed to match the period they are portraying. I guess maybe it adds to the atmosphere a bit but I wouldn't really mind if they went for pure function. The UI in the latest dev diary is looking good though.

drat I just got a nostalgia hit remembering old games where the main menu would literally be like, a representation of a 1940s general's office, and you would click on the little phone on the desk to launch multiplayer, etc.

good times

ilitarist
Apr 26, 2016

illiterate and militarist

fuf posted:

it's also just funny in general that strategy games think the UI has to somehow be themed to match the period they are portraying. I guess maybe it adds to the atmosphere a bit but I wouldn't really mind if they went for pure function. The UI in the latest dev diary is looking good though.

A game like Dragon Age Inquisition (just an example of a game with bland UI I remembered first) can afford functional generic UI because it has cinematographic scenes, voice acting and a lot of locations to put you in the right mood. Strategy games want you to read text and look at heat maps, so they need to use every opportunity to distance themselves from tax management software.

fuf
Sep 12, 2004

haha
yeah that makes sense. Anything to delay the "oh god I'm editing a spreadsheet" moment

TwoQuestions
Aug 26, 2011

fuf posted:

it's also just funny in general that strategy games think the UI has to somehow be themed to match the period they are portraying. I guess maybe it adds to the atmosphere a bit but I wouldn't really mind if they went for pure function. The UI in the latest dev diary is looking good though.

drat I just got a nostalgia hit remembering old games where the main menu would literally be like, a representation of a 1940s general's office, and you would click on the little phone on the desk to launch multiplayer, etc.

good times

I'm also reminded of HighFleet, where everything in the UI looks like a physical object. Haven't played it, but I've heard good things. There's a $20 term for this but I can't remember it for the life of me.

https://store.steampowered.com/app/1434950/HighFleet/

Regarde Aduck
Oct 19, 2012

c l o u d k i t t e n
Grimey Drawer

Cantorsdust posted:

I understood what they were meaning to say, but the statement "If you don't research machine guns you'll still find out what they are... eventually" sounded a lot more ominous than I think they intended.

yeah as someone said, it was meant to be ominous in that someone is going to design them eventually, you can either do that or wait till your men run into one

Jabor
Jul 16, 2010

#1 Loser at SpaceChem

TwoQuestions posted:

I'm also reminded of HighFleet, where everything in the UI looks like a physical object. Haven't played it, but I've heard good things. There's a $20 term for this but I can't remember it for the life of me.

https://store.steampowered.com/app/1434950/HighFleet/

Skeuomorphism.

Yaoi Gagarin
Feb 20, 2014

Sorry paradox the Danes beat you to the punch: https://github.com/DREAM-DK/MAKRO

DaysBefore
Jan 24, 2019

I know it's a huge amount of work for no actual gain but I secretly would love if the art style of the UI changed as time and corresponding visual designs went on. Then I'd also love a mod that lets me unlock Art Deco on the first day and would never change it.

bgreman
Oct 8, 2005

ASK ME ABOUT STICKING WITH A YEARS-LONG LETS PLAY OF THE MOST COMPLICATED SPACE SIMULATION GAME INVENTED, PLAYING BOTH SIDES, AND SPENDING HOURS GOING ABOVE AND BEYOND TO ENSURE INTERNET STRANGERS ENJOY THEMSELVES

ilitarist posted:

Strategy games want you to read text and look at heat maps, so they need to use every opportunity to distance themselves from tax management software.

Alternately, lean into the strategy-game-by-way-of-enterprise-software dynamic and you get Aurora.

Beefeater1980
Sep 12, 2008

My God, it's full of Horatios!






TwoQuestions posted:

For some reason a lot of programmers really hate UX stuff, I think it might be the "RTFM, idiot!" mentality still around.

Glad to see that's changing!

It’s a loving nightmare to code from scratch, too.

kw0134
Apr 19, 2003

I buy feet pics🍆

Regarde Aduck posted:

yeah as someone said, it was meant to be ominous in that someone is going to design them eventually, you can either do that or wait till your men run into one
"Whatever happens, we have got
the Maxim Gun, and they have not"

TwoQuestions
Aug 26, 2011

Beefeater1980 posted:

It’s a loving nightmare to code from scratch, too.

In my feeble defense I am a webdev degenerate where it's easier to not actively hate your users, unlike straight C where I'm told you have to invent the GUI universe from scratch every time, or the libraries are terrible.

ThaumPenguin
Oct 9, 2013

https://twitter.com/Martin_Anward/status/1485990858306510849

ThaumPenguin
Oct 9, 2013

https://twitter.com/PDXVictoria/status/1486353239649898499

VideoWitch
Oct 9, 2012

activate the Corn Laws

guidoanselmi
Feb 6, 2008

I thought my ideas were so clear. I wanted to make an honest post. No lies whatsoever.

Craving some corn based unrest.

Goa Tse-tung
Feb 11, 2008

;3

Yams Fan
shouldn't it be Grain Laws?

edit I just looked at it and Corn Laws is a british empire thing, so there :colbert:

Goa Tse-tung fucked around with this message at 11:04 on Jan 27, 2022

ilitarist
Apr 26, 2016

illiterate and militarist
Because of such laws, I'm feeling like a freak on a leash.

Serpentis
May 31, 2011

Well, if I really HAVE to shoot you in the bollocks to shut you up, then I guess I'll need to, post-haste, for everyone else's sake.

ilitarist posted:

Because of such laws, I'm feeling like a freak on a leash.

I think those are the Porn Laws you were thinking of instead of Corn.

On topic, the Journal seems like a fairly good way of bringing in the missions you’d see in EU4 into Vicky 3. (I’m ready to be almost instantly proved wrong but ah well.)

Servetus
Apr 1, 2010

Goa Tse-tung posted:

shouldn't it be Grain Laws?

edit I just looked at it and Corn Laws is a british empire thing, so there :colbert:

Corn used to be the term for any crop that had small kernels: grain, maize, barley, sorghum, whatever. The use of corn to only refer to maize or "indian corn" is more recent.

AG3
Feb 4, 2004

Ask me about spending hundreds of dollars on Mass Effect 2 emoticons and Avatars.

Oven Wrangler

Servetus posted:

Corn used to be the term for any crop that had small kernels: grain, maize, barley, sorghum, whatever. The use of corn to only refer to maize or "indian corn" is more recent.

Random trivia: In Scandinavian languages, "Korn" is still a word for various kinds of grains like wheat and barley. In Norwegian at least it is also the word for almost any kind of "grain", like a grain of sand (sandkorn).

TwoQuestions
Aug 26, 2011
Looks like Journal entries are the replacement for Focus Trees (from HOI4), and I've not played enough CK3 to speak intelligently how they relate to that game.

https://forum.paradoxplaza.com/forum/developer-diary/victoria-3-dev-diary-31-journal-entries.1508059/

Arrath
Apr 14, 2011


TwoQuestions posted:

Looks like Journal entries are the replacement for Focus Trees (from HOI4), and I've not played enough CK3 to speak intelligently how they relate to that game.

https://forum.paradoxplaza.com/forum/developer-diary/victoria-3-dev-diary-31-journal-entries.1508059/

I really like the sounds of this setup vs the focus trees in HoI

fuf
Sep 12, 2004

haha
Yeah it sounds really, really great

Soup du Jour
Sep 8, 2011

I always knew I'd die with a headache.

I have been quietly having concerns about “how is V3 not just going to be an open sandbox once you hit unpause” and this system is going a long way to quelling them

Danann
Aug 4, 2013

TwoQuestions posted:

Looks like Journal entries are the replacement for Focus Trees (from HOI4), and I've not played enough CK3 to speak intelligently how they relate to that game.

https://forum.paradoxplaza.com/forum/developer-diary/victoria-3-dev-diary-31-journal-entries.1508059/

Can't wait to get a bug that continually triggers Great Molasses Floods until the end of time.

CharlestheHammer
Jun 26, 2011

YOU SAY MY POSTS ARE THE RAVINGS OF THE DUMBEST PERSON ON GOD'S GREEN EARTH BUT YOU YOURSELF ARE READING THEM. CURIOUS!
I will enact the corn laws no matter what the rabble says

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Arrath
Apr 14, 2011


Danann posted:

Can't wait to get a bug that continually triggers Great Molasses Floods until the end of time.

Mod in a good that can trigger the event.
Corner the market on it and export it wildly, while having stringent workplace safety rules in place.
Watch the chaos unfold.

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