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passive icon ability toggling regression #1634

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DreadKnight opened this issue Apr 8, 2020 · 16 comments
Closed

passive icon ability toggling regression #1634

DreadKnight opened this issue Apr 8, 2020 · 16 comments
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abilities The issue is related to an unit ability or more coding This issue requires some programming 🎁 Rewarded on Issuehunt This issue has been rewarded on Issuehunt

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@DreadKnight
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DreadKnight commented Apr 8, 2020

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Clicking on the passive ability icon should toggle between all the currently usable abilities in order and then cancel selection, similar to how the mouse wheel functions, so reusing that code would be ideal.


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@DreadKnight DreadKnight added coding This issue requires some programming abilities The issue is related to an unit ability or more labels Apr 8, 2020
@DreadKnight DreadKnight added this to the 0.4 - Bounty Hunter milestone Apr 8, 2020
@DreadKnight DreadKnight pinned this issue Apr 8, 2020
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@rianconley
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rianconley commented Jun 6, 2020

Hey @DreadKnight , taking a look at this. I'm confused if the passive ability button is for triggering the passive ability or to cycle through active abilities. I'm assuming the cycling happens after the passive ability has been used, correct? Just a suggestion from a UX perspective - perhaps the passive ability button should only be dedicated to only the passive ability not for also cycling through the abilities. Using the button for two unrelated functions is a bit unintuitive and will be difficult to program. Let me know what you think. I want to help AB reach it's utmost potential.

@DreadKnight
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@rianconley Passive abilities never trigger on demand, button is used to cycle through usable ones.
New players used to press that button because it was the very first one and it did nothing at all, hence
why this was given some handy functionality. Anyway, this functionality is mentioned in the tooltip.

@rianconley
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rianconley commented Jun 6, 2020

@DreadKnight, Is it only with some beasts, that the ability doesn't trigger on demand? Example, cyberwolf's passive ability can be used on demand.

@DreadKnight
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DreadKnight commented Jun 6, 2020

@rianconley It's consistent in the way that you never have to press on the passive ability button to activate one, but the passive abilities act very differently, therefor some of them are easier to trigger on purpose than others.

@rianconley
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rianconley commented Jun 6, 2020

@DreadKnight, Not sure I'm following your logic for the button. How would you use trigger the cyber wolf passive ability "bad doggie" by not clicking the passive button? I understand there are different types of passive abilites, but the passive button either triggers the passive ability or it doesn't.

@DreadKnight
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DreadKnight commented Jun 6, 2020

@rianconley "Bad Doggie" just checks if there's nearby enemy in front at turn start and triggers or not, simple. It says in its description. It doesn't trigger by pressing any button; you can check for yourself.

@rianconley
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rianconley commented Jun 6, 2020

@DreadKnight , understood, but the passive button still triggers the passive ability( there's an event listener) which is different than the button being used to cycle through the abilites. So the button has two unrelated operations to perform? This complicates the logic of what happens when you click on the button.

@rianconley
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rianconley commented Jun 7, 2020

@DreadKnight I checked the passive ability of the cyber wolf again and it does trigger by pressing the passive button. I am not crazy or stupid ;) I also tried other creatures and the passive ability can be triggered by pressing the passive button.

@rianconley
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I hope we're talking about the same button. it's the first button of four on the left side? The button that says "passive ability".

@rianconley
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rianconley commented Jun 7, 2020

@DreadKnight , anyways, this is just my feedback. I don't mind doing free dev work. All I ask is let me give feedback on occasion. It's free and I have decades of experience with gaming,

So, if we're sticking to the original logic, pressing the passive button should trigger the passive ability if possible?

If not it's supposed to cycle through the abilities?

@DreadKnight
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DreadKnight commented Jun 7, 2020

@rianconley Yes, we're talking about the same button. I listen to feedback, but things need to make sense in the bigger picture, there were times along the way that some people got offended as they're not listened, but that's not the case and it's also hard to please everybody; sometimes solutions are not ideal or perfect due to lack of development power, because I don't like most things about the project and I see several steps on how they could eventually become better, but it's a very slow process and sometimes things that seem great in theory fail badly in practice xD

Passive abilities are meant to have a passive logic, never to be triggered directly by pressing that button. There are passive abilities in other moba type of games as well and their icons do nothing at all. But here, due to having some consistency regarding ability types and order, new comers tend to click the passive ones, no matter if we have different icon style for it, hence why that icon has some functionality and gets things going by activating other usable abilities, which is perfect for Dark Priest.

As an example, I knew most industry standard 3d packages back in the day and it was somewhat easy to switch from one to the other, because they had the basics similar, but when I tried blender 3d, I couldn't do nothing at all with the default cube because it used a different set-up even for the mouse clicks, which got me frustrated and I uninstalled it after 10-15 minutes of not managing anything. Trying to avoid that kind of stuff from new comers by sort of pushing them in the right direction and making unit materialization more likely to happen, which would give them some satisfaction and keeping them interested in the game (even though always trying to make the game more friendly). Anyway, if player completely refuses to read stuff completely (or can't read), that's a different scenario and maybe he's not ready for this game at all, as there are games without any text, like Machinarium.

@DreadKnight
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DreadKnight commented Jun 7, 2020

Cyber Wolf has two main play styles:

  • either ranged nuker, provided he manages to not get fatigued and has some support unit(s) to protect him or even provide him with energy (option that will be available at some point)
  • played as melee rusher going for melee hits and stopping in front of units (that are ideally slower initiative wise), so that he can land that extra attack from the passive ability, which doesn't cost energy; though, being a slow unit, could use a support unit in this scenario as well that can help him position better (like Snow Bunny using Blowing Wind ability or Scavenger's Escort Service).

Bad Doggie ability is designed to be a melee attack following that strict rule because it has a certain utility and comes with certain advantages and disadvantages, it's something that needs to be taken into consideration by all the match players. For example you would need to consider healing or shielding the unit that sits in front of the enemy Cyber Wolf before it turns starts to make sure it won't get bitten and die.

@rianconley
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rianconley commented Jun 7, 2020

@DreadKnight , Ok, I see what is happening. I was pressing the passive and it was toggling to the next ability. Apologies, I thought the toggling was completely not working, and pressing the passive ability, instead of toggling uses the passive ability. The red border is the indicator, which I wasn't seeing; my vision may be going. Anyways, I'll have a new pull request for this shortly. Hopefully tomorrow. Take care.

@DreadKnight
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DreadKnight commented Jun 7, 2020

@rianconley I did get the feeling something is making you confused. Hehe, it's alright, looking forward to a PR. Plenty of small details in the game and there's tendency to miss them, hence why always trying to push things to a new level based on testing & feedback, especially when it comes to the basic stuff.

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@DreadKnight DreadKnight unpinned this issue Jun 8, 2020
CyberBishop pushed a commit to CyberBishop/AncientBeast that referenced this issue Apr 20, 2023
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