HarbourMasters / Shipwright

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[UX] Make text and hint formatting consistent in rando menus #677

Closed Sautros closed 2 years ago

Sautros commented 2 years ago

the help menus in the rando options are inconsistently formatted. some options have a [?] to hover over, others don't, some are context based (i.e. option needs to be selected first before the help option tells you what it does) while others show all information at once.

a minor nitpick but would definitely help clarity of what the options do if all of them behaved the same way and were written a tad more concicely

Sautros commented 2 years ago

First draft of a potential re-write of help tips. open to suggestions on clarity

Forest - sets which exits in Kokiri forest are available to use.

Kakariko gate - changes the behaviour of the Kakariko gate.

Door of Time - Sets the criteria to open the Door of Time.

Zora's fountain - Sets which areas require Ruto's Letter to access.

Gerudo Fortress - Sets the amount of carpenters required to repair the bridge in Gerudo Valley.

Rainbow Bridge (no [?] box to hover over, context menu is on the adjustable sliders which is inconsistent with the rest of the options)

Rainbow Bridge - Alters the spawn criteria of the bridge to Ganon's Castle.

briaguya-ai commented 2 years ago

thought this might not be v1 but if it's just string changes we're fine

anything beyond that scope that would require a bigger testing effort should be split off into a new issue for post v1

aMannus commented 2 years ago

It's more than a couple of string changes but I'm still gonna see if me and @Sautros can make it work for v1. If we want v1 to be for a bigger audience, I think good UX for new players is important. And the randomizer settings is one of the first things they'll see.

Sautros commented 2 years ago

context menu additions mostly done and completed by @aMannus at this stage. there's definitely some options that are boolean in nature (like a lot of the timesave ones that are currently presented as drop downs) that are better presented as toggles/check boxes. the ordering of some of the menu items also needs polishing up so they're all consistent with one another (i.e. closed to open, in order of 'freedom granted' for the earlier randomiser settings).

Sautros commented 2 years ago

Shuffle dungeon rewards

(possibly rename to Shuffle stones & medallions for clarity on what a 'dungeon reward' is when reading the rest of the options?)

Shuffle Songs

song shuffle description is mostly okay. Minor wording tweaks.

Shuffle Kokiri sword, Weird Egg, GTG membership card and Ocarinas are all true/false and consequently could be done via toggle / check box.

There is an argument to having a third option at some stage to "start with" various bits of these instead but that would inevitably clash with a future "starting equipment" feature addition.

aMannus commented 2 years ago

Related: HarbourMasters/Shipwright#678

Small update. We're changing names for settings and moving them around as well. This will mean it is going to break compatibility with old saves. That's why we're trying to push for a complete overhaul of the settings and push it at once so we only have to break saves once.

I know this isn't ideal, but it might be something we can do before the final v1 release so it's a little easier to tell people to only use new saves on v1. If we want to continue with some kind of overhaul, we're going to have to break saves at some point, so this sounds like a good time to do it to me. Honestly, even without this, I'd say telling people to start fresh saves on v1 would've been prefered anyway.

Me and Sautros will extensively test all options seperately to see if they still work like before once the overhaul is done.

briaguya-ai commented 2 years ago

This will mean it is going to break compatibility with old saves. That's why we're trying to push for a complete overhaul of the settings and push it at once so we only have to break saves once.

breaking compatibility with old saves isn't an issue imo (this is a branch in active development, playtesters should expect breaking changes between builds to happen sometimes), my only concern is with the testing effort required to ensure all of the changes to settings are working properly

@aMannus are the changes you have something that can be tested and verified as fully working by tomorrow morning at the latest?

edit: if we need to do some post-merge testing that's fine, but i don't want to merge into dev with UI changes that haven't been exhaustively tested

aMannus commented 2 years ago

Resolved by https://github.com/HarbourMasters/Shipwright/pull/674