Closed jugglinmike closed 8 years ago
I vaguely recalled building something to this effect for the initial implementation, but it was clearly missing in the more recent versions. It turns out that (just like gh-138) the behavior was still present, but due to later UI refactoring by another developer, it was effectively disabled by incompatible changes to the layout.
In gh-160, we addressed those layout glitches, unintentionally re-enabling the indicator. Here's what it looks like on the bocoup-2015
branch as of commit 9fd004973ed777f7d2be0ede6ba369fc46543c5c:
(Can you imagine if someone actually assembled your pizza like that?)
@cbujara This satisfies the concerns for usability that prompted me to create this issue, but the design itself seems a little ad-hoc. If you agree, maybe we should close this and open a new issue to discuss improvements to the visual design of the indicator?
Ah, I'd seen that glowing green square, but I didn't make the connection that it indicated completion of a step. In fact, I only realized this morning that you didn't need to add everything in the ingredient bin to complete a step! Agreed that we should close this and add a nicetohave issue for a visual design improvement.
When a pizza has been fully prepared for a given workstation, there is no feedback that it can be advanced to the next station. Players are forced to guess when they are done with a certain workstation. This is particularly frustrating because releasing a pizza in an incomplete state reverts any progress made.
Although this might be addressed by disallowing the release of incomplete pizzas, that approach would have its own drawbacks. Specifically: players would have to commit to completing a given pizza once they placed it on a workstation. This would limit players' ability to alter their tactics.
Instead, give some visual indication that the pizza may advance.