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AI War II / Re: AIW2's Galaxy Map is Bad, and That's Bad
« Last post by x4000 on Today at 11:37:29 AM »
There are a lot of things planned for the galaxy map with a NSEW orientation of data around each planet.  It makes me... really unhappy, ultimately.  I do prefer the AIWC way of having things at a static zoom, with extra info shown in whatever the best possible orientation is.

I don't know of a super good way of positioning even an orthographic camera so that it fits exactly around a specific area of space given an arbitrary viewport aspect ratio, but I can probably figure it out.  Orthographic projection is at least rectangular, versus having a different size based on distance, so I can probably just use basic algebra and some logic.

Once we have that sort of view, and no more "mobile camera," which we all seem to hate, then let's talk more about other details.  Not showing a bunch of stuff like the planet names is definitely an obvious first thing that I'll also do in the first wave, and not showing stuff like the actual planet visuals but instead using the "planet spot" to convey information is a big deal, I agree.  I thought originally that the visuals of the planet would not just be pretty, but would also help people find planets, but that is not remotely true in practice.

I'll see what I can cook up over the course of this week, and then we can bring in Eric and also discuss this more.  Don't stop discussing on my account, but basically I think I have what I need for pass one.

Oh -- that said, Badger, I don't think I'd actually need to have your bounds placement information, the more I think about it.  I can translate planet positions to screen positions a couple of different ways, and actually using a new coordinate system as an intermediary would probably solve both my aspect ratio troubles as well as my orthographic camera changes.  Actually... yeah, it's coming together in my head right now, come to think of it.  It's a very similar process to what the first game did, and all it needs is the resultant data of where the planets are in the individual map -- not where the bounds were.

I can say that not every map will look super-duper grand in all cases there (some being overly crunched is always a chance), but that would be something that could be tuned on a per-map basis later, if needed.  I can probably rotate this so that the longest axis is always horizontal, if desired.
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AI War II / Re: Pivoting AI War 2: Bring The Fun!
« Last post by x4000 on Today at 11:27:35 AM »
Cheers, guys.

Definitely I understand the desire to have more frequent updates.  Things are going to be a bit messy for a while, but we may have our earliest release (Keith's wave 1 or 5) done by late next week.  Not sure exactly.  I am going to try to match his pacing, and also push out some releases.  I have to admit my productivity has taken a bit of a hit from some pretty bad depression so far this week, although I'm not sure what purpose is served by saying that.  I'm trying to get fully back in the saddle, because I know that keeping this thing going is important to keeping people's attention.
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AI War II / Re: Pivoting AI War 2: Bring The Fun!
« Last post by chemical_art on Today at 09:32:05 AM »
Looking forward to the new direction this brings.

The only thing I will point out as that after this latest burst of growing pains that on the strategic level we stick to this plan rather then shift again. From a project standpoint this update in part has led to going two weeks without an update and it would be hardly realistic to expect an update this week so that makes it almost three weeks. I am remaining disciplined in keeping attention on this project since I actually have time to do so but it is difficult when updates start to drag on this long. This is a petty, selfish complaint but it is an honest one just because other things are calling for my attention constantly. Up until a month ago I would check in maybe every 6 weeks and I certainly don't want to fall back into that. The longer without updates, the more likely I fall off the project and don't recover for too long.

Once we get the initial groundwork done I hope we can have an extended period of constantly having a process of steady mixture of small inputs and refinements, with a new fleetship or two every week. I could conceivably do a (from my point of view) a "full" playthrough every week with feedback if the project ever gets to that pace.
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AI War II / Re: AIW2's Galaxy Map is Bad, and That's Bad
« Last post by chemical_art on Today at 09:21:06 AM »
So the two things that jump out first to me are A. disabling the planet names by default (with some sort of ability to turn them back on, like holding control down) B. limit the backgrounds on the galaxy map to those that provide strong contrast with the faction colours.

I agree with A, but an alternative to B is to have the actual planets be a single solid contrasting color rather then a mix of different colors. The benefit of doing this is that if a planet's color can then be used to denote strategic things. For example all human planets can start as green. If a wave is incoming the planet turns yellow. If under attack the planet turns red. AI planets would have a different color. This allows the player at a glance to gather strategic information at a glance using the galaxy map which the current map sorely lacks.
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AI War II / Re: AIW2's Galaxy Map is Bad, and That's Bad
« Last post by BadgerBadger on Today at 09:03:49 AM »
So the two things that jump out first to me are A. disabling the planet names by default (with some sort of ability to turn them back on, like holding control down) B. limit the backgrounds on the galaxy map to those that provide strong contrast with the faction colours.
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AI War II / Re: AIW2's Galaxy Map is Bad, and That's Bad
« Last post by Sounds on Today at 03:09:41 AM »
I'm not talking about the physical layout of the maps at all - as far as the paths between planets or how many chokepoints there are or any of that.  Just the baseline readability of the map is sorely lacking.  I mention chokepoints because that's one thing you look at when you are considering a map, and right now the map is so cluttered and messy that you can't see chokepoints at a glance.

Basically what I mean is this.  Look at the attached images.  Quickly identify the important chokepoints in the AIWC map, including the ones in your start cluster.  Now try to do the same thing in the AIW2 map.  Not only will it take longer, but you'll have to zoom in to examine your starting cluster, which means fighting with the finicky zoom AND you can't compare your starting cluster to the rest of the map.

I'm sure you must be reading my mind. ;)

What you descibed and the images attached are way too painful to navigate, and very difficult to discern what's going on as to what to select.
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AI War II / Re: AIW2's Galaxy Map is Bad, and That's Bad
« Last post by MaxAstro on Today at 12:48:40 AM »
I'm not talking about the physical layout of the maps at all - as far as the paths between planets or how many chokepoints there are or any of that.  Just the baseline readability of the map is sorely lacking.  I mention chokepoints because that's one thing you look at when you are considering a map, and right now the map is so cluttered and messy that you can't see chokepoints at a glance.

Basically what I mean is this.  Look at the attached images.  Quickly identify the important chokepoints in the AIWC map, including the ones in your start cluster.  Now try to do the same thing in the AIW2 map.  Not only will it take longer, but you'll have to zoom in to examine your starting cluster, which means fighting with the finicky zoom AND you can't compare your starting cluster to the rest of the map.
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AI War II / Re: Pivoting AI War 2: Bring The Fun!
« Last post by Sounds on Yesterday at 10:28:55 PM »
Glad to hear we're sparking your interest again, Sounds.  That's definitely a good sign. :)

And thanks, Cyborg -- seems pretty much everyone is in agreement.  I feel glad about the decision, at least.

Looking (hopefully) forward to kicking the tyres this weekend. :)
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Starward Rogue / Re: Speedrun Attempt Thread
« Last post by Misery on Yesterday at 09:55:14 PM »
I'd give it a go myself, but I'm terrible at speedruns of any sort.  I end up just crashing into basically everything.
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AI War II / Re: AIW2's Galaxy Map is Bad, and That's Bad
« Last post by BadgerBadger on Yesterday at 09:51:04 PM »
Most of the new maps have a notion of "How large of a space should I put all my planets into", and that could easily be constrained. For example, Simple defaults to putting all its planets into a rectangle defined by the two corners 700,400  --> -700/-400. That's super easy to tweak. Or it "how tightly packed the planets should be" could be given as an option in the Game Lobby.
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