Closed PurpleHato closed 2 years ago
@garrettjoecox do you have any bandwidth to look into these?
@garrettjoecox do you have any bandwidth to look into these?
Someone is welcome to come and make the changes, but for me personally I disagree with most of the changes requested here, with the exception of the actual bug cutting dungeon text off on windows.
I could list out my arguments against each point but that would probably be moot, as I think most of this is a matter of opinion.
for me personally I disagree with most of the changes requested here
sounds like we should probably have a conversation about expected behavior in the tracker, if there are disagreements we might be able to resolve those by talking, or by adding more settings
I could list out my arguments against each point but that would probably be moot, as I think most of this is a matter of opinion.
as it's a matter of opinion, i'd love to hear yours. i don't have strong feelings about the tracker one way or the other, i just feel like we should document the decisions behind our UI elements (even if that documentation is just a conversation on a github issue)
as it's a matter of opinion, i'd love to hear yours.
Fair enough.
Missing tracking for Beans and Bombchus ammo (should be always tracking it, even with the AMMO/MaxAmmo disabnled)
I don't see much value in tracking current ammo for any item, it's not something that most trackers even can handle unless they are hooked into the games memory, and even then it's not that useful of information to have, especially if it takes up the room of more valuable information (current bag/quiver size & max bag/quiver size)
Beans are a special case here (and are currently tracking current ammo in v3), but still aren't super great in their current state because what's more important is how many beans you have planted, not really how many you have, but this is a different discussion.
GS Token, Keys, Rupee Wallet, are not transparent when non obtained (Intended: rupee bag was made transparent with just a 99 for the default one)
I don't have a super strong opinion on wallet but this would make the wallet the only item in the tracker that is transparent AND displaying a number, I opted for consistency in this case. Keys and GS Tokens are working as intended, transparent when you haven't obtained any yet, and solid otherwise.
GS Token, Keys, Beans, Bombchus count doesn't displays a gray "0" when non obtained and are also not transparent
This seems like a pure taste thing, I'm not sure what more information the "0" would provide when the items are transparent. (Note: they are transparent when not obtained in v3)
Upgrades and Ruppee wallets are displayed in white instead of green until you get the higher capacity possible, ex: Giant Wallet (some may argue that's how some tracker oes it but, it's counter intuitive to the gameplay elements where your max capacity is green)
I disagree here with this being counter-intuitive and inconsistent with the game, I think it is the opposite. The game displays text as white when you are not at the max value, and green when you are. The current value in this case is your current wallet/upgrade size, and the max is the max wallet/upgrade size. Again I think in it's current state this is consistent with the OOT game design.
Gold Skulltula count is green instead of red when at 100
I'm mostly indifferent here, red is consistent with the in game display, but also inconsistent with the rest of the tracker. I don't think there's a strong case for either way.
Disaplying the map and compasses should then make a three row logic dungeon as such:
There are two modes of displaying maps and dungeons, the compact mode (6 columns), or the horizontal mode (12 columns). In the case of the compact mode, the items have been arranged in a way that optimizes for space. What is proposed would take much more space, for the sole reason of being in logical order. Example below; If you would like them in logical order the horizontal mode provides that.
Current Proposed
# # # # # # # # #
# # # # # # # # #
# # # # # # # # # # # #
# # # # # # # # # # #
# # # # # # # # # # #
# # # # # # # # # # #
# # # #
# #
#
edit: Updated proposed, missed BOTW
thank you so much for explaining your thought process!
i have a few thoughts on a couple of these
for the wallet being transparent, the idea there is that we don't have a texture/icon for the 99 rupee wallet. If you aren't using the numbers at all, then nothing on the tracker will change when getting the adult's wallet.
as for displaying the grey 0 when something isn't obtained, i don't have strong feelings one way or the other. i kind of like it as a way to see how the numbers will look when messing with icon size etc, but i agree it doesn't add any information when the icon is already transparent
as for when the number should be green, this one is a weird one imo. when displaying current capacity of the quiver etc., having it turn green when you have the max upgrade makes sense (and lines up with the behavior of other trackers). once you add current ammo to the mix it gets weird though, as in game that turns green when you're full
for skull count red or green doesn't matter 99% of the time. most people aren't playing 100 skull seeds
as for the layout, i'm mostly curious as to how the proposed vs implemented layouts work when just showing keys (i prefer playing seeds where i start with maps/compasses)
If you aren't using the numbers at all, then nothing on the tracker will change when getting the adult's wallet.
There isn't an option currently to disable numbers completely, only showing/hiding the max. So picking up the adults wallet would increment the number on it
i'm mostly curious as to how the proposed vs implemented layouts work when just showing keys
Correct me if I'm wrong Purple, but I think with only keys the current layout is logical still both in compact/horizontal
In the worst case, I'll add back what's bothering me under checkboxes, not a big deal or something we need to discuss for years :P As for the key tinghy on compact/horizontal, yeah , that's something we can agree while not disaplying map/compasses, in the case of that one, even if the layout takes more space, I largely prefer the clear separation of, child, adult, and "side" dungeons ^-^
Is this considered closed with #1405?
Is this considered closed with #1405?
most likely, but i'll leave it up to @PurpleHato to decide. so far only the numbers next to the icons have changed, this mentioned some layout stuff as well. if we're not closing this, it might be worth splitting this issue up now that a bit of it is complete
We can close it yeah We can still do minors tweaks later once we add more stuff in
Disaplying the map and compasses should then make a three row logic dungeon as such: DEKU, DCVN, JABU FRST, FIRE, WATR, SPRT, SHDW, GANON ICE, HIDE, GTG
I can continue with more displaying and alternative disposition, but that can wait for a theming rework ^-^