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We need more than one house/border officer/expense bought at once... #21

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Clauvin opened this issue Mar 15, 2017 · 5 comments
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@Clauvin
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Clauvin commented Mar 15, 2017

As the game is now, the player can buy one house/border officer each set number of weeks. This does not work well to represent the number of refugees which try to reach other countries...

...yes, I know that one border officer is not a refugee, but if the player can place at their borders only one border officer each month in the border, this leads to a false impression where the number of refugees looks small, and isn't.

Because of that, we need that the player can buy/sell a chosen by him number of houses/border officers, when he clicks in the appropriated buttons.

@Clauvin Clauvin added this to the Mechanics Working milestone Mar 15, 2017
@Clauvin Clauvin modified the milestones: Mechanics Working, Beta 0.1 Mar 17, 2017
@Clauvin Clauvin self-assigned this Apr 21, 2017
@Clauvin Clauvin changed the title We need more than one house/border officer bought at once... We need more than one house/border officer/expense bought at once... May 4, 2017
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Clauvin commented May 4, 2017

Well, options:

  1. Create new Action Buttons for how many new things the player will buy, in multiples of 10.
  • Easy to do.
  • Horrible in terms of UI.
  • Explodes in terms of buttons needed.
  1. Create a window that shows up and does not pauses the game when you press a button about buying a number of things. In the window you can type how much do you want to buy/sell. If the value chosen is not possible to be bought/sold, the window sends a warning to the player.
  • The code is already there to be adapted.
  • Ok in terms of UI.

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Clauvin commented May 4, 2017

Ok, between 1 e 2, 2 is the better choice. Let's do this.

Clauvin added a commit that referenced this issue May 5, 2017
CommerceEventGO is the equivallent of RandomEventGO for the buy/sell
future panel.
Clauvin added a commit that referenced this issue May 5, 2017
Clauvin added a commit that referenced this issue May 5, 2017
Clauvin added a commit that referenced this issue May 5, 2017
Clauvin added a commit that referenced this issue May 5, 2017
Clauvin added a commit that referenced this issue May 5, 2017
@Clauvin
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Clauvin commented May 5, 2017

For the system to work as it should, now that there are functions that call for results in the Player Actions, the buy/sell functions must call the commerce window, and then the player confirms a value or cancels it.

Clauvin added a commit that referenced this issue May 5, 2017
Function copied from RandomEventManager, and changed for commerce
reasons.
Clauvin added a commit that referenced this issue May 5, 2017
Clauvin added a commit that referenced this issue May 5, 2017
But I've learned an important thing: the window button is not using any
function inside itself. So, that's another option to be used to fix it,
since the "whatevz" button is not working.
Clauvin added a commit that referenced this issue May 5, 2017
Clauvin added a commit that referenced this issue May 5, 2017
Clauvin added a commit that referenced this issue May 7, 2017
Clauvin added a commit that referenced this issue May 7, 2017
It works exactly as the OK button... in this point, there's no need for
a difference between them.
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Clauvin commented May 7, 2017

PlayerAction is not made to support buying/selling, unless that's made in the worst way possible: creating more 28 different buttons.

So, we need a CommerceAction, that opens a window that allows the player to see the price of something, choose how much he will buy/sell, that will alert that buying/selling will be impossible due to circunstances (have one dollar, want to spend 100 dollars), and finally make a transaction or cancel it.

The issue regarding this is CommerceAction: a system to create a buy/sell window.

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Clauvin commented Jun 6, 2017

CommerceAction: a system to create a buy/sell window done and closed, so this should be closed too.

@Clauvin Clauvin closed this as completed Jun 6, 2017
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