rwarnking / github-importer-test-2

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🛠️ Rework subtree automation #26

Closed rwarnking closed 7 hours ago

rwarnking commented 6 months ago
Follow up issue: Rework this subtree.

Previous Issues:

Related Changes

Open questions

07.04, Tag Iteration A-Z:

15.04, Tree Iteration IV:

rwarnking commented 3 weeks ago

30.09.2024 Discussion

The problem with the automation subtree are mostly the basic and advanced tag, since they are difficult to differentiate. Additionally assemble and configure were not used consistently most likely due to a vage definition. The idea was to show the conceptual difference between choosing values for automation or combining parts to create an automation.
tag definition
assemble build a automata e.g. building blocks
configure chose settings for automata
Since the goal was mainly to clean up this subtree, we agreed to keep these tags and remove the tags indicating the complexity - possibly adding assemble to the building & crafting subtree.
Nevertheless we discussed some special cases based on the games that were assigned these tags.
game tag notes
Plants vs. Zombies GOTY Edition ? unit attack on their own
Baba Is You configure
Minecraft assemble, configure configure after building, externalization blueprint via mods
Anno 1800 (assemble?), configure configure after creation
Don't Starve Together (configure?) craft menu, different complexity
In general we found that auto: basic could be misunderstood in cases where the game itself add basic automations like units that attack on their own. Generally it can be said, that 'Everything that is not done manually happens automatically.' (@HendrikBrueckler).
Furthermore we saw that there might also be a special case when when building a automata (_build_) using a recipe or blueprint instead of assembling it freely. This is similar to depicting the complexity of an automation, for which an alternative representation using high level and low level was proposed. This differentiation might especially be important for externalization features, since it could be more likely that a game with complex automations provides some tool for that. In contrast to that a configure automation might be likely to be shown via an interface allowing only to select components or values.
Especially due to the externalization component it might be important to revisit this discussion in the future, such that more features can be portrayed.
rwarnking commented 1 week ago

16.10.2024 Discussion

It was agreed, that no further changes are required.
rwarnking commented 1 week ago
Based on the discussion of the 16.10.2024 this tag was added to issue #60 after closing.