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[Wesnoth-bugs] [support #103718] Pathfinding UI not always clear


From: Guillaume Melquiond
Subject: [Wesnoth-bugs] [support #103718] Pathfinding UI not always clear
Date: Sun, 02 Jan 2005 11:31:39 -0500
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This mail is an automated notification from the support tracker
 of the project: Battle for Wesnoth.

/**************************************************************************/
[support #103718] Latest Modifications:

Changes by: 
                Guillaume Melquiond <address@hidden>
'Date: 
                dim 02.01.2005 at 15:40 (Europe/Paris)

            What     | Removed                   | Added
---------------------------------------------------------------------------
          Resolution | None                      | Invalid
              Status | Open                      | Closed







/**************************************************************************/
[support #103718] Full Item Snapshot:

URL: <http://savannah.nongnu.org/support/?func=detailitem&item_id=103718>
Project: Battle for Wesnoth
Submitted by: Mihael Vrbanec
On: jeu 30.12.2004 at 17:22

Category:  None
Priority:  5 - Normal
Severity:  1 - None
Resolution:  Invalid
Privacy:  Public
Assigned to:  None
Originator Email:  
Status:  Closed


Summary:  Pathfinding UI not always clear

Original Submission:  Normally moving in wesnoth work very nice and intuitive. 
I recently encountered a case where it behaved silly although this was mostly 
my fault.
But Perhaps the UI-feedback could be better:
I chose a unit and moved the mouse over a field (castle) normally in range but 
now not reachable (and correctly greyed out) because of ZOC and deep water. Now 
footsteps are shown going over the water to the castle field. The deep water 
field is greyed out but if you do not look close enough you could think that 
the castle is reachable.

See the screenshot attached.

I would suggest to make this more clear for the user. One suggestion would be 
showing some red "you cannot go here" icon in the highlighted field (like turns 
needed to reach far away hexes).
Also the footsteps should never go over terrain the unit cannot cross imho. 
This is done correctly for hexes where a path could be found to but not for 
unreachable hexes. Hovering over a deep water hex also gives the impression 
that the unit could go on it because footsteps are shown.






File Attachments
-------------------

-------------------------------------------------------
Date: jeu 30.12.2004 at 17:43  Name: wesnoth-move-ui-mockup.jpg  Size: 280,06KB 
  By: miq
Mockup of a possible enhancement
http://savannah.nongnu.org/support/download.php?item_id=103718&amp;item_file_id=95

-------------------------------------------------------
Date: jeu 30.12.2004 at 17:22  Name: wesnoth-move-ui.jpg  Size: 280,42KB   By: 
miq
Footsteps over deep water
http://savannah.nongnu.org/support/download.php?item_id=103718&amp;item_file_id=94






For detailed info, follow this link:
<http://savannah.nongnu.org/support/?func=detailitem&item_id=103718>

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