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soc suggestion cities look

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May 23rd, 2022
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  1. Full description:
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  4. Introduction to a problem:
  5. For few games I've been strugling with readability what actually I've build in city, where is what and so on.
  6. I believe some kind of city interface is a matter of entrypoint level for any new player. There is no doubt about it cities are different in HOMM3 (that's why these mechanics wouldn't work at all), and in my opinion these are done great from strategic perspective, but readability and lack of user interface is very painful. Also it doesn't provide needed informations forcing additional unnecessary micro-management.
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  8. Suggestion:
  9. Instead of little menu when trying to enter city, I would suggest to center camera to the city and display labels of buildings with some general description (for empty spots, just label marking it) and (there will come examples) necessary information below i.e.
  10. - Income from the building with highlighted text what will provide upgrade of that building (if upgrade of that aspect is possible)
  11. - If building allows to recruit troops, show how many of them are there and highlight income.
  12. - Below city center show how many troops are in the city to defend it/be possible to take out from city garrison.
  13. - Compact look of technologies researched.
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  15. Some more information about specific research/troop could pop up when mouse is moved above it's icon.
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  17. Beside mentioned above, from general city screen, should be possible to access every building like it is possible from world map, but when closed, go back to city screen.
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  19. Spots which might be available after upgrading city would also add a lot of cool information which otherwise people have to guess at the beginning.
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