Posts Tagged ‘fortunes’
Fortunes work has taken an upswing lately. Regular feedback is a huge help and I’ve been lucky enough to have made a friend who is willing to do a pretty good job of giving consistent feedback and poke me about making fortunes updates.
I’ve done a bit of restructuring of the user interface to try and make things like what team you’re on and which score corresponds to which team more obvious(the fact that things like this aren’t apparent are things you lose sight of when you know the game in and out and have been working on it for a long time.) Still need a way to make the different suits of cards clearer but that may have to be up to the final art to convey. Still would be good to be able to convey this somehow other then relying on the art though.
Also added a score summary at the end of hand before the divination screen to give a clearer picture of how you fared.
If you want to see how Fortunes is in its current state, go ahead an go play fortunes.
We are preparing to ramp things back up here at Cliche. James has been super bogged down with his day job and I’ve been dealing with moving to a new city and getting settled in. We’ve got a lot going on this spring.
Cliche Studio is going to North Carolina May 31-June 2 for con carolinas. We don’t know what panels we’ll be on yet but in the afternoon-evenings we will be showing off two games. Hexit Strategy and Fortunes.
Fortunes UI work has resumed and we have offloaded hosting of the work in progress to gamejolt. Their site gives me more flexibility with the presentation of the game without me having to be concerned about breaking the theme of the current website or muck around too much with wordpress settings. If you want to see how the game has progressed head over there, play fortunes, and leave a rating or a comment with some feedback.
James has done a good bit of playtesting with our newest version of Hexit Strategy, and our friend Corey has been working on some art as you see above. We hope to have 3 sets of the game ready for the convention.
I also discovered a nifty site called gumroad which lets us put up the print and play version for sale and handles everything for us. It is a pretty nifty set-up and we have the pdf as pay-what-you-want. We’ll be sure to make an updated version once all the artwork is done. In the meantime go download and play.
Sidenote: To break-up the long slog through this lengthy project of fortunes and to hone my own personal skills I’ve been participating in one game a month. Some of these are not official cliche games but you can check out else I’ve been working on here.
I’ve been on a bit of a break due to moving to Philadelphia and the holidays but one major thing I am looking at as I get back to work on both fortunes and the side task of one game a month is legibility.
The only difficult part was realizing I needed to change the extension of the text file BMFont created from .fnt to .txt to get unity/NGUI to be able to read it properly. Also important is to backup your project before making changes to the atlas. I got some strange results when Unity crashed mid-way through the process.
I have some metrics issues which are preventing me from getting to one of the larger screens of text to show a better example of the new font. But once that is all resolved and bug tested I will get a new version of the game up here which will hopefully be at least 30% more readable and therefore 50% more fun.
Do you have any suggestions on how to make leaving feedback on the game easier? Please let me know!
So a big advantage of this big UI overhaul is that I have actually visible things to share today!
So there are a couple of things going on here. The entire information section at the top has been shoved over to the right and made more graphical. While the card hands of other players are now visible to give a better sense of what is going on around you.
I’ve also added some animations to playing the cards and a visual measure of how you’re doing.
So things have been slow lately with the holidays disrupting schedules and James’ ungodly amount of work from his dayjob, but we are chugging along.
I have been working faithfully on the UI of fortunes because apparently people couldn’t figure out what to do. That was quite embarrassing. Got a lot of feedback from the feedback Friday posts over on Reddit and done a lot to shape things up.
Only thing is there has been a resolution error between the Unity editor and the web player, and apparently what I thought was the visible area was in fact larger then what actually gets shown. So in the future I need to separate my build folder from what gets shown here on the website. Unless you all enjoy seeing my mistakes. Oddly enough even in full screen it just shows the same partial portion of the screen.
That is the name we are thinking of for the hexagon game we’ve mentioned recently. Thanks go to my friend Sam for the name suggestion.
We are editing a pdf for a print and play version with the current rules and then will be working on a variant based on our recent playtesting and feedback from Sam and we can see what works better and what people like more.
Hopefully we’ll be getting a press cutter sometime next year and be able to make a copy of the game with actually symmetrical pieces instead of the uneven cardboard coasters we’ve cut ourselves.
Not a whole lot visual changing dramatically at this point, but we are trying to get things tested and changed with fortunes.
So I’d like to ask you to give it a shot and leave some feedback in the comments here, there, or to firstname.lastname@example.org.
How intuitive is the interface?
How long did it take you to figure out what to do?
Did any actions have unexpected results?
If yes what did you expect and what actually happened?
Do you have any other feedback?
Cards should be greyed out and have white labels while its not your turn. On your turn the labels should turn red if they aren’t playable or yellow if you can. Occasionally the labels stay white and the playable cards remain greyed out. At this point the game must be refreshed but I’m trying to find the cause of this.
So I’ve pulled back some from the grimace kickstarter to focus on getting feedback on fortunes. So now I’ve got to make things more intuitive to help people figure out what to do. Things aren’t as bad as they are confusion wise because there was one major flaw hindering people figuring out how to play…
The rules button appeared to do nothing.
I say appeared because it actually told the browser to bring up a window to load a pdf of the rules, but pop-up blockers have been preventing it from loading. I originally tried to load the pdf in the current window but it just replaced the small box for the game with the pdf and that is not an acceptable solution. So I need to go through and create a dialog to page through the rules and show that instead of just handing off the rules pdf.
This may be better though since I can make this tailored to the video game reference as the pdf is specifically explaining the game as a physical card game. I still want to improve the UI a bit more so that it is not as necessary to go read the rules page in the first place. It’s time to grind my UX skills and polish this game up some.
What user interface quirks bother you about fortunes or other games?
So I got some feedback from reddit that people were confused about what to do when playing fortunes. Surprise to me, I’ve been working with this so long everything seems pretty natural.
So I’ve made two changes recently to help make things more intuitive. I greyed out the cards you can’t play instead of just having there name turn red, and I worked on getting double click support in.
When I added the ability to drag your cards to play them I took out the old click to play. This was to prevent mis-playing cards which was admittedly mostly in preparation for the mobile version. This I think made things less intuitive in the web version. Hopefully this fixes things.
If you haven’t already had a chance or you want to see the new updates please take a chance to go play fortunes now!
So for all of you wondering how the project is coming along, now you can just go play fortunes.
So the divination has been worked out for the most part. Going to have to do a different but similar approach for the smaller screens for phones and what not. Also had some issues loading pages come up when I tried to throw up a web-player here.
How is Fortunes? What is unclear? What could we improve upon? Let us know!
So I haven’t updated you all on fortunes in awhile.
I’d been updating testing, documentation, and refactoring a lot recently. Nothing too exciting for the non-developers out there. Recently I’ve been getting back into some UI though and am trying to implement gestures to play a card by sliding it up instead of just tapping on it. Avoid accidental plays this way hopefully.
Getting some odd glitches happening in some corner cases but its working for the most part. What’s left for me to do? In no particular order:
- Tutorial(Not sure how necessary this is given the rule set will not be implementing this before making a web-version available)
- Audio Sliders: instead of just sound effects music on/off
- Respect the sound settings of the phone: This is a pet peeve of mine. If I have my phone on silent I don’t want your game playing music/sound. I feel other people may feel the same way too.
- Save Divination: meeting with the client later this month to discuss exactly how this should play out since this portion of the game is more of her thing and is add on/lore/fluff for the game proper.
- Possibly go back and try and fiddle with AI some more.
The Audio sliders and the divination part are the main things I will be working on before something gets released(at least that’s the plan) that you all can play. Well that and getting the glitches out of whats already implemented.