[interface?] Better Campaign Competion Symbol
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Re: [interface?] Better Campaign Competion Symbol
Ideally this could be done per campaign with WML as the number of difficulty levels are not constant. It'd also allow for custom images per campaign.
But I don't think that's currently possible.
But I don't think that's currently possible.
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Re: [interface?] Better Campaign Competion Symbol
@Dugi: Perhaps varying symbols could be used:
Easy - A simple sort of sigil or rune
Normal - A lightly detailed rune
Hard - A heavily detailed rune
Nightmare - Rune same as hard, but emanating an aura.
Easy - A simple sort of sigil or rune
Normal - A lightly detailed rune
Hard - A heavily detailed rune
Nightmare - Rune same as hard, but emanating an aura.
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Creator of the Isle of Mists survival scenario.
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Re: [interface?] Better Campaign Competion Symbol
as previously mentioned, the problem with having a set, gold vs silver vs bronze, for a particular difficulty setting, is that the names differ as do the number of difficulties.
The idea of the wreath should stay when choosing a campaign, but the addition of a symbol next to the difficulty completed, when choosing a difficulty, should be the way to go. The symbol does not have to change, even color wise. It just needs to be "turned on" next to the appropriate difficulty upon completing.
The wreath 'turns on' after completing a campaign. The coding can't be much different to implement a symbol to the difficulty itself. Would it?
But it seems the majority of those that have posted want this gold/silver/bronze. I just think that it might be too difficult to organize it based on the first two things i said in this post. the simpler symbol "on" seems easier..to me. although i have no coding experience.
The idea of the wreath should stay when choosing a campaign, but the addition of a symbol next to the difficulty completed, when choosing a difficulty, should be the way to go. The symbol does not have to change, even color wise. It just needs to be "turned on" next to the appropriate difficulty upon completing.
The wreath 'turns on' after completing a campaign. The coding can't be much different to implement a symbol to the difficulty itself. Would it?
But it seems the majority of those that have posted want this gold/silver/bronze. I just think that it might be too difficult to organize it based on the first two things i said in this post. the simpler symbol "on" seems easier..to me. although i have no coding experience.
Re: [interface?] Better Campaign Competion Symbol
Support.novotny wrote:The idea of the wreath should stay when choosing a campaign, but the addition of a symbol next to the difficulty completed, when choosing a difficulty, should be the way to go. The symbol does not have to change, even color wise. It just needs to be "turned on" next to the appropriate difficulty upon completing.
I don' like this bronze-silver-gold stuff either.
Another problem, how should the new feature be handled, with changing difficulties mid-campaign? Surely a campaign started as hard but finished in easy should not receive laurels at the hardest level.
Re: [interface?] Better Campaign Competion Symbol
I think if it ever gets implemented, the difficulty will be determined on the basis of the last scenario. So you'll be able to go through the campaign on easy and switch to hard before the last level and then get the gold laurel or whatever. Cheaters can already cheat in a thousand ways in this game; if it's a golden laurel that makes them happy, we don't want to ruin their fun. It doesn't make any harm and they don't fool anybody but themselves.Another problem, how should the new feature be handled, with changing difficulties mid-campaign? Surely a campaign started as hard but finished in easy should not receive laurels at the hardest level.
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Re: [interface?] Better Campaign Competion Symbol
Uh, and all the friends I invite over to dazzle with my display of Wesnothian golden laurel wreaths. Booyaa, suckers, you'll never know...lipk wrote:Cheaters can already cheat in a thousand ways in this game; if it's a golden laurel that makes them happy, we don't want to ruin their fun. It doesn't make any harm and they don't fool anybody but themselves.
Re: [interface?] Better Campaign Competion Symbol
Do you knowhow easy it is to add these laurels? It takes less than a minute if you know what to do. That is much easier than completing it on easy and changing it to hard in the last scenario. Learning how to do it takes shorter than completing an average scenario.
Re: [interface?] Better Campaign Competion Symbol
Wesnoth has always taken the stance of not caring about single player cheating. People are free to play the game in whatever way is most enjoyable to them. Let's get back to the original discussion.
Re: [interface?] Better Campaign Competion Symbol
if anything can be or needs to be accomplished to help increase the odds of implementation, that would be good to know. as i think everyone thinks its not a bad idea, just one that doesnt have a concrete consensus yet.
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Re: [interface?] Better Campaign Competion Symbol
One word: artwork.novotny wrote:if anything can be or needs to be accomplished to help increase the odds of implementation...
Campaigns: Dead Water,
The Founding of Borstep,
Secrets of the Ancients,
and WML Guide
The Founding of Borstep,
Secrets of the Ancients,
and WML Guide
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Re: [interface?] Better Campaign Competion Symbol
That's only if a color tier is introduced to the reef. If the reef is instead added to the difficulty select screen no new artwork should have to be made, and more than four difficulties would be supported for those UMC authors that might need it (or those that use odd difficulty names like, Dude, Cool Guy, and Like a Boss).beetlenaut wrote:One word: artwork.novotny wrote:if anything can be or needs to be accomplished to help increase the odds of implementation...
Unless I missed where the color tier system was pseudo-confirmed, and the difficulty system was said no to.