Dave 'Arjuna' O'Connor
Panther Games Designer
- Joined
- Jul 31, 2014
- Messages
- 3,416
- Points
- 113
- Location
- Canberra, Australia
- Website
- www.panthergames.com
Hi all,
I am just working on the sequential tasking feature and I need your feedback re the interface to use. At present we have waypoints. If you hold the shift key down when setting an order objective it will place a waypoint instead. You use waypoints to specify the route you want the force to take. The last waypoint issued is the objective. For an attack the second last waypoint is the FUP. Note that every waypoint uses the same settings as the order/task you set.
Now with sequential tasks you will be able to click and set multiple tasks in sequence, just like you do with waypoints, only with each sequential tasks you can specify its unique settings. So you can set the formation to be used for one task and differ it for the next and so on.
I am a great believer in the KISS principle (keep it simple stupid) and we only have limited modifier keys available - ie the Shift, Control and Alt keys. The Alt key is often used by Microsoft's operating system and I have found it can be somewhat problematic to use within your app. So really it boils down to the Shift and Control keys.
Down the road I want to also add concurrent tasks - ie where you assign a force multiple tasks that are to be conducted concurrently or at the same time. they are not in sequence. So then we'll have only two modifier keys to use for three different functions - ie waypoints, sequential and concurrent tasks. One of these would then involve holding down both modifier keys while clicking. This is cumbersome and I would prefer to avoid this.
So I am thinking of ditching waypoints and instead you would lay down a sequence of tasks using the Shift key. The trouble with this approach is how do we specify an FUP for an attack. The delay order would also need to be reworked. One option for the attack is to assume that the FUP will always be the preceding objective if there is one - ie the location of the preceding task. This would mean that if you had no preceding task and you wanted to order an attack with a specified FUP then you would need to first issue a Move task to the desired FUP and then issues the attack task.
But regardless of how we work this aspect, the fundamental decision is whether to ditch waypoints in favour of sequential tasks.
I am just working on the sequential tasking feature and I need your feedback re the interface to use. At present we have waypoints. If you hold the shift key down when setting an order objective it will place a waypoint instead. You use waypoints to specify the route you want the force to take. The last waypoint issued is the objective. For an attack the second last waypoint is the FUP. Note that every waypoint uses the same settings as the order/task you set.
Now with sequential tasks you will be able to click and set multiple tasks in sequence, just like you do with waypoints, only with each sequential tasks you can specify its unique settings. So you can set the formation to be used for one task and differ it for the next and so on.
I am a great believer in the KISS principle (keep it simple stupid) and we only have limited modifier keys available - ie the Shift, Control and Alt keys. The Alt key is often used by Microsoft's operating system and I have found it can be somewhat problematic to use within your app. So really it boils down to the Shift and Control keys.
Down the road I want to also add concurrent tasks - ie where you assign a force multiple tasks that are to be conducted concurrently or at the same time. they are not in sequence. So then we'll have only two modifier keys to use for three different functions - ie waypoints, sequential and concurrent tasks. One of these would then involve holding down both modifier keys while clicking. This is cumbersome and I would prefer to avoid this.
So I am thinking of ditching waypoints and instead you would lay down a sequence of tasks using the Shift key. The trouble with this approach is how do we specify an FUP for an attack. The delay order would also need to be reworked. One option for the attack is to assume that the FUP will always be the preceding objective if there is one - ie the location of the preceding task. This would mean that if you had no preceding task and you wanted to order an attack with a specified FUP then you would need to first issue a Move task to the desired FUP and then issues the attack task.
But regardless of how we work this aspect, the fundamental decision is whether to ditch waypoints in favour of sequential tasks.