colonistio / design

https://colonist.io
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Trade menu (revamped trading) #297

Open johnsillings opened 1 year ago

johnsillings commented 1 year ago

**Note: trading will be revamped for the mobile game UX/UI, so this will be a impactful design project.

Please refer to issues logged here: https://github.com/colonistio/design/issues/1. https://github.com/colonistio/design/issues/9 Improvements to trading developed here will likely be ported back to the web-based version of Colonist.**

As a player, how to trade resources should be clear and intuitive. I should know when I'm trading with other players or trading with the bank ("maritime trade").

For maritime trade, I should know how many cards of a certain resource the bank requires in order for me to complete a trade.

For trades with other players, I should know what players have accepted that trade, and be able to finalize the trade with them.

I should know when other players are offering trades and be able to respond to them. I should also be able to counteroffer.

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Note: Majority of the older players suggested using Play Catan trading system Note: Check out these bounties for ideas

Steps

Acceptance criteria:

johnsillings commented 1 year ago

cc: @samgawaran re: https://github.com/colonistio/design/issues/309

I went through the bounty-submissions from Discord that @demiculus linked, and these are the problems users are complaining about:

Solving for these should be top of mind with the new designs!

Some ideas:

johnsillings commented 1 year ago

Design studies from Monopoly

Trade explainer: https://imgur.com/9OAPm2N Choose player to trade with: https://imgur.com/LRlQTcg Choose what property to trade: https://imgur.com/URRT6G6 Trade confirmation in status bar: https://imgur.com/yg3C8wN

It seems like we've been pretty resistant to adding text for clarification (unless hidden in a tooltip), but this is an example of a fairly verbose trade menu for us to consider.

demiculus commented 1 year ago

It seems like we've been pretty resistant to adding text for clarification (unless hidden in a tooltip), but this is an example of a fairly verbose trade menu for us to consider.

Watch this: https://www.youtube.com/watch?v=BCPcn-Q5nKE Games should teach how to play by playing. Here is an okay example https://schoolbreak.io/ (open in incognito if you dont end up on the tutorial screen) I'm saying its an okay example because the player learns by playing the tutorial. Best games, the player does not know they are in the tutorial.