Page 1 of 2
Trail and feedback
Posted: November 3rd, 2025, 12:03 am
by ga683919
hi Logitude
Thank you for the great desgin! our group had quite some fun with it!
Here are some feeling and possible minor suggestion
- interface is great, the procress feels smooth!
- although phone intercation is sligly hard to view and click, is still great!
- loading lotsl nation draft sometimes are long
- love the undo, sometime phone clicking could go really wrong
minor
- Changeable room name: changing the rule in room might be problamtic for trap room,but name should be ok?
- possible listing for other resource count like how military/book/stability in a bar too? a optional could work for tracking instead of jumping back and forth
- ending a inviation or room: i think previous trend metion, both ending a stuckwrong game base on consence or getting a invited game start with or without invited player could work, but not sure if that will casue problem for room setting as number of player?
question?
- will stacking open archive game(etc ppl don't play) become a problem or pressure for the web?
Keep up the good work! thank you~
Re: Trail and feedback
Posted: November 3rd, 2025, 1:16 am
by Logitude
Nice it's working well enough!
I actually changed something just now that might help with drawing speed. It's going to take longer to draw the nations when drafting. But most cases should be faster now, so let me know how it goes.
I could theoretically let people edit the title, but I'm not sure I will. You can use chat to convey different information.
The general problem with uninviting people or unjoining a match is the potential for one person to leave while another joins and creates the match. I'm not quite sure how to synchronize that code. I don't know how two consumers could share a mutex object. My guess is I would have to use the locking nature of the database accesses to synchronize. There's probably a way, but it will require some research to figure out.
It's tough to say how many matches it will take to fill up the available disk space. I think that's the limiting factor. The database query should still be fast enough, I think. And I can add more levels of archive as well as pagination to speed up page loading.
Enjoy!
Re: Trail and feedback
Posted: November 3rd, 2025, 2:20 am
by ga683919
hey thanks for the quick reply
Is ok, is really good already, here is one more detail as my friend as i grind throght some matchs
I notice some wdoners like petra, they have active ability, but somehow really hard to click and actiave
not sure how coding work, but perhaps a little arror marking similar to delopy marker?
Re: Trail and feedback
Posted: November 3rd, 2025, 2:37 am
by Logitude
The hitbox for Petra is the size of the whole card. I don't think I can make the hitbox bigger.
It's possible there's enough of a delay that it feels unresponsive. Kayser suggested drawing something to indicate that input has been received instead of waiting for the response to come back. I might try that soon.
Re: Trail and feedback
Posted: November 4th, 2025, 12:29 am
by ga683919
i saw the blue bar of input, that helps alot
recenly our group(first try) tend to have a bit of mistake while deploying and undeploying at the same time causing free resource lost too
this should help too, but for further detal, maybe a warning line of u haved unemployed worker?
Re: Trail and feedback
Posted: November 4th, 2025, 3:48 am
by Logitude
I guess that’s because the hit boxes are side by side within the space of a card. Perhaps I could move them to opposite corners. But I don’t know what graphics to use to represent deploying and undeploying that would make sense in the corners.
I don’t think I will add warnings that you have undeployed workers. That would be too annoying unless it’s very smart about when to warn people.
Re: Trail and feedback
Posted: November 4th, 2025, 12:38 pm
by Mwak
Hey ! I really like the implementation, tho I quite miss Mabiweb's way of highlighting potential moves. I know you said it's intentional (and I understand how much of a hassle it is to implement it).
On another note, I really wish I could have 2 different chat boxes (maybe different tabs) to separate the game log and the actual game chat between players. It would make figuring the game state out much easier (at least to me).
Re: Trail and feedback
Posted: November 4th, 2025, 5:05 pm
by Logitude
Thanks.
I'm not sure what you mean by two different boxes. Perhaps you'd like more visual separation between the chat and the match log? Have you tried messing with the scale much? Depending on your scale setting and your screen resolution, the chat and match log will be either both above or both to the side of the canvas.
Re: Trail and feedback
Posted: November 4th, 2025, 5:41 pm
by Mwak
Yes, sorry, that wasn't very clear ! After playing with the scale a bit, it's much better. Thanks !
Re: Trail and feedback
Posted: November 5th, 2025, 4:26 am
by Logitude
I changed the default scale when you haven't saved a cookie from 100% to 60%. I'm hoping that will alleviate some of the trouble newcomers have experienced with the interface. If nothing else, it makes it more likely for people to scroll to the bottom and see the buttons.