nicymike / serflings

Serflings Remake Project
https://serflings.simpleguide.net/
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options for messages #53

Open Wakeboardtiger opened 3 years ago

Wakeboardtiger commented 3 years ago

Messages are overflowing one with not always relevant information at a later stage of gameplay and at some stage it is impossible to keep up with all of them. In the original game there was an option to reduce messages to only more important one like fighting messages. But I think it would be great if there would be a possibility to choose what kind a message can reach me. For example, if i could choose only "found gold", "you are attacked", "you wanted to get called here" "a knight walked into your building" messages. Since sometimes i dont need any more coal or iron, and no need to know about every land the opponent caught...But always can make use of gold. :)

stepo2 commented 1 year ago

I'd like to propose something like "message grouping" and "auto-removal of irrelevant messages".

Example: mine gets empty, message is spawned, ignore the message, message gets spawned again after some time. For each building/event there should only be one message.

Another example: military building got a knight followed by an immediate attack on your building. then both messages should be merged (show both texts in the same window).

Another example: mine gets empty, message is spawned, you delete the mine without reading the message, but the mesage will stay and later show "mine is empty" for an empty spot of land.

Another possibility (either additional to the above or as an alternative to the above) would be to have several GUI slots for the different kind of messages. "Slot 1" only has military news, slot 2 only has mining news, for example.

So, all in all: messages should have some kind of "context" which they refer to and if the context changes the message should adjust automatically.