On Tue, 2010-08-31 at 19:55 +0200, david blanchard wrote:
> I've written a first version of the use cases for the next iterations of
> hackit :
> http://community.hackit.cx/wiki/Hackit_new_version_-_usecases_and_mock-up

Thanks! It's useful to see it as a spec, it helps to see the concepts we
have been talking about in a more concrete manner.

Globally it's ok on my side. I have a number of comments, mostly about
the interface; which makes me think it would be good to have Deborah's
comments here:

      * Missing the "Reply" button on mockups
      * AjaxIM chat is on the bottom, with one tab per correspondent
        (Facebook-like)
      * Entity management screen is hard to understand in its current
        format, it has way too many options IMHO:
      * Should let the URL on the top bar (otherwise it will be hard to
        understand which page we are on when the entity page isn't
        displayed) - just move the rest
      * We will probably change again once we have the concept, but it
        would still be interesting to integrate the comments on the
        context from the game designer: the entity is human, the context
        is the evolution inside a sect-like structure, making the main
        jauge a level of trust, and the sub-jauges will be linked to the
        actions TBD by the game designer
      * Need to split screens in logical blocks: character sheet is
        different from tool used to hack -> different windows. And we
        probably don't always need to see the hack info/window
      * Option menu should be removed and its functions spread on the
        different relevant windows - it currently contains a mess of
        things related to account / hack, that we only put here because
        there was no room on the hack bar. Should access to the
        functions contextually.
      * The mission console is not very intuitive or sexy - ideally it
        would be something we would want to come back to, to check the
        status and progress of the missions through the day. Maybe make
        them less of a list, and more individual progress bars, with a
        countdown to the end of the mission? Could get inspiration from
        something like this:
        http://www.sapdesignguild.org/community/images/progress_bar_en.gif  

> - I did not add the modifiers, I think it's enough with the need to fill the
> jauges.

Yup, good choice at this stage - I agree it's not necessary.

> - Given that everything is based on mission system now, the player is not
> limited to one mission at a time : he is limited to one 'free form' mission
> + one mission for each need of the entity. We can add more arbitration if
> needed, but I think that for a first version it should work.

Not sure what a "free form" mission is, but I'm fine with the general
idea. I'd like to find a way to better introduce the missions than
clicking on a button though, it makes it a bit artificial. Maybe the
"wish" system from the Sims?

Thanks again for the work! And let me know if there are parts you'd like
help on.

Xavier.

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