When gathering resources for tenement upgrades, I have to constantly run back to Samuel Jonasson to check what resources I need. I've also reverted to getting a screenshot of the requirements, breaking the immersion.
Use case 1: I want to electrify an entire floor at the same time.
Use case 2: I need to upgrade multiple things in 1 in an apartment so that I can move someone in. I want to upgrade everything at the same time.
The 2 images provided show I envision this system.
Smart Phone
Somebody else mentioned this one. The smart phone could be purchased at the One-Stop-Shop. It would act like the alarm clock as well as providing a way to unlock the wish list/requirements system mentioned above.
The smart phone would also allow you to set alarms for specific days of the week, or maybe set a few timers. The alarms/timers must have the ability to labeled. This would allow the player to, after experience, know when to go check on crops or their fermenting barrel. These alarms/timers will eliminate the need for the player running back and forth checking on things.
Alternatively, instead of alarms/timers, the smartphone will unlock notifications. When any recipe finishes or a plant is ready to be harvested, you get an alert mentioning
what is complete/ready to be harvested, and
where. You may have several turnips planted across the map and need to know where to go and harvest
Different Speed Settings
Sometimes players may want to make time go faster. 1minute in game to:
Slow (current setting): 4 seconds
Medium: 2 seconds
Fast: 1 second
Sometimes you may be stuck with nothing to do but crafting Glass Panes, Sheet Metal, etc.
Or maybe you happened to wake up at 7:00 and have nothing to do until the hardware guy opens at 12:00.
I would give this a C with to MoSCoW priority. Later gameplay I've spent much less time idling.
Clear input and output area for crafting objects
Other people have mentioned this I believe. This will also prevent possible future soft-lock bugs, where the inventory is full and you craft a new object. The only check would have to be in the output to see if it can accept the new crafted item. All crafting objects could inherit from a super class with the discrete slots and check in place. Along the same line, in my opinion, planting GUI should be reworked. There should be a dedicated and obvious seed slot. If a slot needs to be reserved for output, it turns dark grey and you cannot place items there.
Forgot the 3rd state in the upgrade window. If you click on an upgrade in your wish list that you now have enough resources to purchase, this dialog will appear.
Tenement Upgrades Wish List
When gathering resources for tenement upgrades, I have to constantly run back to Samuel Jonasson to check what resources I need. I've also reverted to getting a screenshot of the requirements, breaking the immersion. Use case 1: I want to electrify an entire floor at the same time. Use case 2: I need to upgrade multiple things in 1 in an apartment so that I can move someone in. I want to upgrade everything at the same time.
The 2 images provided show I envision this system.
Smart Phone
Somebody else mentioned this one. The smart phone could be purchased at the One-Stop-Shop. It would act like the alarm clock as well as providing a way to unlock the wish list/requirements system mentioned above.
The smart phone would also allow you to set alarms for specific days of the week, or maybe set a few timers. The alarms/timers must have the ability to labeled. This would allow the player to, after experience, know when to go check on crops or their fermenting barrel. These alarms/timers will eliminate the need for the player running back and forth checking on things.
Alternatively, instead of alarms/timers, the smartphone will unlock notifications. When any recipe finishes or a plant is ready to be harvested, you get an alert mentioning
Different Speed Settings
Sometimes players may want to make time go faster. 1minute in game to:
C
with toMoSCoW priority
. Later gameplay I've spent much less time idling.Clear input and output area for crafting objects
Other people have mentioned this I believe. This will also prevent possible future soft-lock bugs, where the inventory is full and you craft a new object. The only check would have to be in the output to see if it can accept the new crafted item. All crafting objects could inherit from a super class with the discrete slots and check in place. Along the same line, in my opinion, planting GUI should be reworked. There should be a dedicated and obvious seed slot.If a slot needs to be reserved for output, it turns dark grey and you cannot place items there.