Whenever I’m posting about other peoples’ games, I start getting the private messages and emails asking me how come I’m not playing our game. Let me start by saying that the day I stop loving WWIIOL will be denoted by my resignation landing on our CEOs desk.
With the BE:China in the works, you might think I need to be in the game more than ever. When you spend as much time – one way or another – in the game world as I do, you need the occasional break. But more than that, I want to be able to see the game, again, as a newbie might see it.
I’ve bought this fancy new system, the new monitor, and I wanted the opportunity to come look at the game with a bit of freshness. When I logged in today to monitor the game after the host update I didn’t recognize the game I was seeing. With too much familiarity you stop seeing the way the textures don’t line up on some of the UI screens, or how some of the buttons don’t match or the way that the UI makes the game look like its running in 800×600 regardless of what resolution you’re in.
Some of these issues are already being addressed in the 1.29/PRC work: we’re going to be changing the default widescreen clamp from horizontal to vertical – so Widescreen players will get a wider FOV with the same amount of vertical detail as a non-widescreen display gets; the mini-map should be scaling properly in 1.29.
Of course, UI scaling has always been tricky because if you assumed that higher resolution = larger screen you would get people playing in 1600×1200 on 17in monitors who couldn’t see a thing, while conversely assuming higher resolution = smaller pixels, people playing on larger screens get giant-sized UI components occupying massive amounts of physical display real-estate.
On my screen, the Kenney (the thing including the mini-map) is literally the size of my palm:
Several modern games solve this with the “UI Scaling” slider so that the user can adjust it to their personal aesthetic taste. Maybe the 1.29 engine work will make that feasible for us too. hrd to typ wif fngrs xd.
I’m still trying to coax Ramp into believing that players care about supply stuff enough that it ought not to be hidden away in a tooltip with no obvious anchor.
And that the labelling of this screen is helping to persist the confusion some players experience about TOE supply. That spawnlist isn’t the FB’s spawnlist. They’re not at the FB. They belong to the brigade. I am seeing the brigade’s singular spawn list. If I spawn a Rifleman here, there will be one less rifleman showing to anyone else viewing this brigade’s spawnlist.
There are a lot of minor things about 1.28 that I know have already been worked on or dealt with in 1.29 – Martini has made a big push to allow you to change various settings without having to restart the game. I hope he will finally make it so that you can plug in joysticks/etc while the game is running without having to restart :) I keep forgetting to plug mine in and I can never be bothered to restart the game.
I gotta say – I do get sweet frame rates in the game on this new box.
I’ve also been spending some of my private time working on a replacement to Playgate, our patcher/launcher, with some simple touches that started out like this
But is now looking a little more like this
CODER ART disclaimer! Neither screen has been touched by an artist or a designer, its literally just me throwing stuff into a window so I can interact with it and exercise my extremely rusty Windows programming skills – for instance, in the first replacement window shown here, I had no clue how to colorize the entries of a listbox – whereas in the second example I’d gotten my head around it.
That said – I clearly still have a lot to learn about Windows Forms: I wanted to screenshot the “login” page, but it somehow magically resists screen capture. I have a hunch I’m going to have to redo that page entirely.