Closed antont closed 9 years ago
Is (mostly) solved now: cam follows lollipop/av movement. New start position is in use.
Also, Tapani made it so that the traffic icons get smaller when viewed from close. Some might be nice for Ludo's icons, perhaps including the lollipopmenu.
When designing the start sequence we figured (with Tomi) that it would be good to not show the lollipop & highlight at all first but only after user's first click. That's not made (yet).
Camera also has a basic limit to not go too low / below ground now.
Now avatar (and camera) moves and menu appears on both left and right click. Would it make sense f.ex. to only move on left click and move + show menu on right click?
AFAIK Ludo's idea is that the basic action is to both make the selection & open the menu there, with left.
Perhaps it might be clearer to not do it with right click but then again we don't use plain right click for anything so unless it interferes with right-click-to-rotate I figure current is fine.
Currently there is kind of two ways to select an area and those don't interoperate. Is this how it should be?
Also, the camera controls are just what 0.2 vizi defaults to and I at least don't really like them (is hard to pan with a laptop, and panning is AFAIK the most common operation with a map).
About the 'two ways':
I suspect this is currently just an accident and not by design but that's the whole point of the issue: the UX & UI & controls etc. should be designed and implemented as a whole.
Also, it would be nice to know what the planned camera views are. For example I like to look at the scene from close to street level, with a kind of low-flying perspective, but then e.g. the lollipop menu becomes huge (an icon can will a quarter of my screen :) . Same with the traffic icons but that can be sometimes even nice as it looks like a bus driving by (have been actually thinking of Mobile AR applications with the traffic info & vis but that's another story)