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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