[NEW GAME] Teotihuacan - Ready for testing

Game development with Board Game Arena Studio
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Trompetenhut
Posts: 21
Joined: 12 January 2019, 22:25

Re: [NEW GAME] Teotihuacan - Ready for testing

Post by Trompetenhut »

Thank for your suggestions.

I changed the color to green and lock the ajax calls. I also fixed some bugs.
Any more suggestions / reviews ?

Thank you

@Adam:
- I added tooltips for starting tiles, so you can read the descriptions
- You get the resources after place your workers
- Why is it important to see what is laid on the board?
- I disabled the decrement buttons so. Hope this helps for selecting resouces
vincentt
Posts: 254
Joined: 01 September 2017, 17:25

Re: [NEW GAME] Teotihuacan - Ready for testing

Post by vincentt »

Hi

Looks a great game!
I launched a game just to see something about the ressources increase/decrease.
When I implemented Dice Forge and there was a possibility of choice of ressources, Souris told me that it is way better to provide the various combinations like this you reduce the number of clicks. (I hated him because it was so messy to calculate... if you wish you can take a look at my code)
I think it will be easier to read

I had on the draft phase, a mask that appeared. When I clicked on it, it zoomed in but I could do anything with it. (I don't know the rules but it is strange :))
The pawn colors on the tracks are not aligned with my player colors, it is confusing. Moreover, could you make them stand out a bit more?
When I click on some part, a zoom appear of the picture, but I have no other info. I think a tooltip would be more appropriate
Some actions are not clear, here it had "worship only" or "do both", but I do not know what is the other thing (alas not knowing the rules :)) Also, you have Worship only in "blue" and do both with a white background. I think it may influence the player thinking : hum in blue it is better. I know it is to display the ressource correctly but maybe you should put all those buttons on a white background?
I also took a discovery card, and I have a confirmation displayed with -1 wood, I confirmed and I stil kept my wood, it is logical?
AFter using my discovery card, I think I didn't have other but I had to confirm the fact that it was ended, maybe it could be automatized?


Anyway great work! I think you have done the most part, now you are on the tweakings :) Add tooltip, I think it will be easier for the player and you will have less bug reports :)

Cheers

Vincent
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Trompetenhut
Posts: 21
Joined: 12 January 2019, 22:25

Re: [NEW GAME] Teotihuacan - Ready for testing

Post by Trompetenhut »

Hi vincentt,

thank you for your review.

- Unfortunately I don't know Dice Forge. I started the game but I did not found the increase/decrease you mentioned. Can you explain it?
- In the beginning, you have to select the starting tiles. The discovery tiles bolong to them. So in the beginning you can't do anything with them.
- Of course, if you do not known the rules, most things are not clear. If you know them, then you know what the actions are meaning.
- Do you remember which discovery tile you claimed for 1 wood?
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DoctorPelusa
Posts: 36
Joined: 16 March 2020, 12:32

Re: [NEW GAME] Teotihuacan - Ready for testing

Post by DoctorPelusa »

About the resources selection I want to stand up for the current selection method, after the changes Trompetenhut did dynamically enabling and disabling the buttons it's more intuitive. In this game sometimes you sometimes have to select up to 3 resources from the 3 available, that would be 27 possible combinations, so it doesn't seem feasible, and making the player choose 3 times one after the other would be more clunky imo.
With the current method it may look weird the first time you use it, but you get used really fast (It's very similar to the way you select the resources for the building on Stone Age). Maybe with a different UI presentation with +- buttons for each resource it would be more clear?
I also took a discovery card, and I have a confirmation displayed with -1 wood, I confirmed and I stil kept my wood, it is logical?
Nope, you should be paying the resources cost for the discovery tile even it it comes from starting tiles. However you pay for it at the end of the setup phase (as you may get that resource from advancing on the blue temple). If you finished the starting phase completely and still didn't get charged it must be a bug, do you remember the tile or can check in replay?
AFter using my discovery card, I think I didn't have other but I had to confirm the fact that it was ended, maybe it could be automatized?
You pay for the discovery tile when you get it, but you can use it later, may that be what happened there?
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hersh
Posts: 76
Joined: 12 December 2013, 23:49

Re: [NEW GAME] Teotihuacan - Ready for testing

Post by hersh »

my feedback below, most is ui tweaks. some items may or may not make sense as I don't know the game well enough.

- when I pay to unlock worker it charges me 6 cocoa (should be 3 I think). At least I see UI panel go down by 6 but when I refreshed it looked ok.
- when placing initial workers after selecting a location remove highlight from location as it is no longer a valid option
- is it mandatory to move up the template track? can remove pass button if so
- Don't allow "done" to be clicked when gaining resources & not enough selected (for example moving up the blue temple). There is no limit to resources so players should take all entitled to
- add css whiteblock class to player table (the player_table_ id div)
- during ascension text should say must instead of can
- automatically move up the avenue of the dead track (I see no reason to pass or manually trigger. is there some tile where sequence matters?)
- after ascension the UI highlighted & let me click on the worker who ascended. Server side blocked it though. It happened when I had to do a double power up and worker ascended on first power up
- automatically choose temple bonus if no discovery tiles left (for example: green temple the first discovery tile spot). it asked me to select even though there were no discovery tiles.
- when you advance on the temple tracks the award doesn't appear in the game log (red/green) would be nice to see the award
- starting tiles that give a discovery tile. select the discovery tile as well when starting tile is selected.
- I prefer blue action buttons over white. at least for the ones that only contain text. not sure what the general guideline is, but I usually use blue for actions that progress the game.
- game option values, capitalize first letter of option values
- warning if you pass on 'claim a discovery tile'. I think you mostly want to take them if you can.
- I think it is better for gamelog text to use present tense instead of past tense. (for example: Hersh1 advanced one space on temple blue => Hersh1 advances one space on the blue temple)

I was able to get through the whole game. looks good!

cheers
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DoctorPelusa
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Re: [NEW GAME] Teotihuacan - Ready for testing

Post by DoctorPelusa »

hersh wrote: 26 April 2020, 01:40 - automatically move up the avenue of the dead track (I see no reason to pass or manually trigger. is there some tile where sequence matters?)
That's my fault, I suggested you should click for consistency with the other temples (that's probably related to what you mentioned, whether it's compulsory to advance on the temple tracks or not), my understanding is that it is compulsory, hence why I suggested to apply the same criteria of having to click to the avenue of the dead, imo gives you a greater awareness of what's going on in a game with so many elements as this one.
- I prefer blue action buttons over white. at least for the ones that only contain text. not sure what the general guideline is, but I usually use blue for actions that progress the game.
Not sure what cases are you referring there, the only white button that I can recall is the one for the discovery tile not to pay cocoa.


Adding to what you mentioned about configuration options, I'd also change "First game" to "First game setup" so that it's clearer. And instead of having the text "all tiles are random" when deselected, I'd say it would be better if it readed "No starting tiles, predefined action boards location" when selected. (Can you disable starting tiles game option if first game is selected?)
Also regarding first game option:
- Player resources do not match those indicated in the manual (Player one had 2 extra cocoa, and 1 extra gold; Player 2 had 2 extra cocoa)
- Not sure if you're able but game option for starting tiles should indicate it's unavailable if first game is selected
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Trompetenhut
Posts: 21
Joined: 12 January 2019, 22:25

Re: [NEW GAME] Teotihuacan - Ready for testing

Post by Trompetenhut »

Hello Hersh,

thank you for your good review and suggestions.
I implemented most of them, but I have some clarifications:
- is it mandatory to move up the template track? can remove pass button if so
I did not find it in the rules. Also it is to quit, for example if you have to step, but you cant because you already on top.
- add css whiteblock class to player table (the player_table_ id div)
I tryed it, but I think this takes to much attention to the player table and also if you have a wide screen the there will be a quite long white background.
- automatically move up the avenue of the dead track
- automatically choose temple bonus if no discovery tiles left
I agree with DoctorPelusa. It is not good to automatic all stuff, therefor the player can better analyse whats happening.
- starting tiles that give a discovery tile. select the discovery tile as well when starting tile is selected.
Why do you want this extra click? In the beginning you should just select the starting tile, the discovery tile belongs to it
- I prefer blue action buttons over white. at least for the ones that only contain text.
I did before, but then vincentt had a good argument, that some of them are blue and some white (because of the icons). This can be more confusing. In this case all of them are the same.
- I think it is better for gamelog text to use present tense instead of past tense.
I am not sure about the translation process. I guess some of them should be changed, but my English is not that good at all^^. I guess it is easier to change all the translations later at the translation process.

@DoctorPelusa
- Player resources do not match those indicated in the manual (Player one had 2 extra cocoa, and 1 extra gold; Player 2 had 2 extra cocoa)
this is not correct, player 1 just have one extra cocoa and the last player 3. All other players start with 2 cocoa.
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DoctorPelusa
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Joined: 16 March 2020, 12:32

Re: [NEW GAME] Teotihuacan - Ready for testing

Post by DoctorPelusa »

Trompetenhut wrote: 26 April 2020, 14:48 @DoctorPelusa
- Player resources do not match those indicated in the manual (Player one had 2 extra cocoa, and 1 extra gold; Player 2 had 2 extra cocoa)
this is not correct, player 1 just have one extra cocoa and the last player 3. All other players start with 2 cocoa.
You're right checked again the rules and the extra cocoa is given even with the First Game Setup, but then the first player is receiving less cocoa than it should, 2(from setup)+5(from starting resources)+1(from temple)=8, but It only has 7.
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DoctorPelusa
Posts: 36
Joined: 16 March 2020, 12:32

Re: [NEW GAME] Teotihuacan - Ready for testing

Post by DoctorPelusa »

Trompetenhut wrote: 26 April 2020, 14:48 @DoctorPelusa
- Player resources do not match those indicated in the manual (Player one had 2 extra cocoa, and 1 extra gold; Player 2 had 2 extra cocoa)
this is not correct, player 1 just have one extra cocoa and the last player 3. All other players start with 2 cocoa.
You're right checked again the rules and the extra cocoa is given even with the First Game Setup, but then the first player is receiving less cocoa than it should, 2(from setup)+5(from starting resources)+1(from temple)=8, but It only has 7.

- starting tiles that give a discovery tile. select the discovery tile as well when starting tile is selected.
Why do you want this extra click? In the beginning you should just select the starting tile, the discovery tile belongs to it
I believe he refers to the green border when selecting a tile, If you select the tile with the discovery tile, also highlight the associated discovery tile?
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sourisdudesert
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Joined: 23 January 2010, 22:02

Re: [NEW GAME] Teotihuacan - Ready for testing

Post by sourisdudesert »

Hi !

Here is the new (much convenient) process for reviewing a game on BGA:
viewtopic.php?f=12&t=15288

Thanks for your work and looking forward to test your adaptation :)
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