Implementing Preferences vs Options and when to make premium
Posted: 26 June 2020, 12:41
I did try to research old forum post but there are 21 pages of post with the word Preferences in them
TLDR;
According to the wiki
Currently I have an option for enabling and disabling Auto Go turns. Currently I followed the same pattern as auto Hammers in Dice Forge. Everything works, doesn't look too bad
Now it has been suggested, and I want to implement other options like, automatic cutting of cards and some other changes that would A change the flow of the game (maybe even skipping states) but each player can determine for themselves, so it is definitely not a game option. But they are also server side options. So I have two options as I see it, one, to put input buttons all over the screen, or two use the cleanliness of the preference drop down menu behind a closed menu interface.
I like option two because these would be settings that a player would only use once per game. If preferences follow the user profile, I don't know if that is possible, then maybe only set it once per a while.
Then the big question becomes, if I make it a preference do I make it a Premium preference. Can someone help walking me through how to make that decision. Again my game is cribbage, which is public domain and since there is no licencing it will probably not be a premium game.
Thank you -- you have made it to the end.
TLDR;
- Do preferences carry with the user profile game to game?
- When should I make a preference premium and when not to be a jerk?
- I guess I can make a preference perform an ajax call so not all preferences have to be client side, is that an ok programming practice/use of the framework?
According to the wiki
So when I implements something like Card Style, that is obviously a preference. It is by user and it is purely cosmeticUser preferences is something cosmetic about the game interface which however can create user wars, so you can satisfy all users by giving them individual preferences. You should use this only if it significantly improves the interface for a large proportion of users.
Currently I have an option for enabling and disabling Auto Go turns. Currently I followed the same pattern as auto Hammers in Dice Forge. Everything works, doesn't look too bad
Now it has been suggested, and I want to implement other options like, automatic cutting of cards and some other changes that would A change the flow of the game (maybe even skipping states) but each player can determine for themselves, so it is definitely not a game option. But they are also server side options. So I have two options as I see it, one, to put input buttons all over the screen, or two use the cleanliness of the preference drop down menu behind a closed menu interface.
I like option two because these would be settings that a player would only use once per game. If preferences follow the user profile, I don't know if that is possible, then maybe only set it once per a while.
Then the big question becomes, if I make it a preference do I make it a Premium preference. Can someone help walking me through how to make that decision. Again my game is cribbage, which is public domain and since there is no licencing it will probably not be a premium game.
Thank you -- you have made it to the end.