Author Topic: Bugs & Suggestions  (Read 1281 times)

Offline Sabin Stargem

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Bugs & Suggestions
« on: September 13, 2006, 01:44:22 AM »
This thread is generally about the bugs and interface issues I have encountered so far.  There are also things I feel that can be improved as well.

Please click on the image-links below and view the pictures at full size.  In them I have added text and pointers to point out problems.
\"Problems
\"Skill

Below is an list of bugs and errors.

BUGS
1)
When looking at mecha in shops, long descriptions get cut out.  There should be a way to scroll down or to expand the description box so that the player could look at the full information available.

2)
The Power Cell 100 has no item description in-game.  

3)
When entering buildings, the character should face one specific direction I think.  More often then not I find my character to be facing the exit.

4)
Blue groups can go on the same squares as blue buildings.  Is this intentional, or buggy?

5)
The 'Do Repairs' option in the right-click menu leads to the skills menu.  It either should be renamed, or lead to a different or altered menu more specific to the purpose of the button.

6)  In the Personal History menu, the bottom section overlaps with the notification texts, which makes it harder to use.

EDIT:  Found another bug, or maybe it is just an incomplete part of Gearhead 2.  It is as follows...

> Plot deadend in Core Story #W +Pun +T-- +F-- +B-- +G-- C:ADVEN !Ne
E:++ E:AEGIS E:FRIEND E:ENEMY F:++ F:mil F:gov F:ENEMY P:-- N:-- T:--
S:meta S:++ L:perm L:++ L:CSNSP L:spc L:MAQUI I:--

Also note that when the encounter took place, there was no battle involved, and in my Personal History it said that I have won the battle.



Below are the suggestions.  Most of them are probably not too good or unlikely to happen, though I think a few of them will be useful.  Hopefully they will.

SUGGESTIONS
1)
There should be an hotkey for getting items, or an documentation file with a listing of hotkeys.  Perhaps both.
EDIT:  I just found the 'help' key, which has allowed me to figure some things out.  Still, an way to get to help from the advanced menu would be an good idea, for those who would be kind of lost.

2)
When changes are made in 'options', they should persist after shutting off Gearhead, so that the player doesn't have to reconfigure each time.

3)
When walking over items, the player should be told what is on that location.  If the cursor is put over an item or an item pile, details or listings should be given.

4)
There probably should be an indicator for the character whether or not the character is wearing an complete set of 'sealed' clothing.

5)
When in space, the player's mecha probably should have an colored outline.  (Black mechas and space doesn't mix.)

6)
When entering buildings, the character should face one specific direction I think.  More often then not I find my character to be facing the exit.

7)
In the right-click menu, the items listed are difficult to make out.  There should be an background box or the like, so that the text be read more easily.  Same goes for the skills menu.

8)
Character names should appear under NPCs after talking to them, and they are color-coded as according to their station.  Shopkeepers, guards, civilians, and so on each have their own respective color-codes.  This is to make it more simple for the player to find someone specific.

9)
Shops should have different-colored tiles, and each shop type has an specific tile color as according to what goods and services are provided.  That, or perhaps each tile has an picture.  (Coffee cup for restruants, wrench for repair shops, ect.)

10)
When equipping items that may come in a set, and that there are at least two different pieces that form a set, allow a character to equip them simultaneously with an 'Equip (Item Name) set' button.  It might also be nice to allow a player to 'create' sets, so that a player could have customized configurations for quick switching.  Neither idea is good for mecha customization for the most part, due to the skill checks and such involved.

11)
Doors should be easily identified for their purpose and state.  I suggest that the 'lines' of an door should be colored red if a door is locked, and that some doors look different from others.  Like Airlocks, wooden doors, elevators, and so on.

12)
When the player is selecting the color scheme for his mecha, each color choice should have the text to be in the same color, so that the player can have an idea of what each color looks like.  Having an view-box of the mecha during the editing of the scheme would be good, so that the player can see what fits and what doesn't.

13)
There is plenty of space in the Personal History area for more content, like
reputation and faction information, number of kills, and so on.

14)
When using a vending machine, the player's current amount of money should be shown.

15)
Full-screen functionality, save for where the Windows toolbar would be.  This is to make background objects to not be distracting the player.  This should be optional.

16)
I think that the DOS window shouldn't appear because it is ugly and serves little purpose for the player.  

17)
The corners of the screen should do diagonal scrolling, I think, and there probably should be arrows at the border of the screen, at the left, top, right, bottom, and corners as well, to make the player curious and try putting their cursors near the arrows, so that they can get the idea.

18)
The old-style portriats probably should be phased out or remade.  They currently tend to clash with the newer portriats, which isn't good because this makes the player become aware of the differences.

19)
With the mini-map, the player and NPCs should be color-coded.  Hostiles probably should be red, the player an white or neutral color, neutrals to have an yellow or white color, and friendlies to be blue or green.

20)
Near where the date and day is indicated for the player, there should be indicators of the player's current position, like so.

-Planet/Colony
-City/Building/Dungeon Level/Area (When in the city, the city or sector name is present, but when in a building, the building name is present.)

21)
When NPCs mention a person, they should also say where that person can be found.  On a similar note, memoes and e-mails should also do this as well.

Offline SharkD

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« Reply #1 on: September 13, 2006, 03:33:08 PM »
It would also be great if we could use the number pad to maneuver, like we could in GH1.

Offline Tung Nguyen

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« Reply #2 on: September 14, 2006, 05:43:05 AM »
Signs for stores would be a wonderful idea, and would make the game seem a little less empty.

The text bug needs squelching. Light blue text on light blue background == unreadable text.

Persistent configuration would be nice, so the player can choose which options fit their gameplay style, and then a menu option like "Save Config" would commit those options.


And to number pad movement: yes! This is the thing I miss most from GH1 that isn't in GH2. That, and the fixed-angle camera to make such movement possible.

Offline Sabin Stargem

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« Reply #3 on: September 15, 2006, 12:19:43 AM »
Here is another suggestion, one that affects combat slightly: an weapon range grid.  Below is an picture of the basic idea.

\"Ranged

Essentially, I feel right now that some parts of combat can be improved, both in user interface and mechanics.  Right now I am dealing with the interface, and I feel the weapons-range grid concept would be an nice step forward since it gives the player the ability to know just what how long (or short) their weapon's reach visually.

Offline Drakeson

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« Reply #4 on: September 15, 2006, 12:20:14 AM »
I like the ides of having what city you are in in the status window.

yes to key pad (manditory in ALL games ever developed IMHO)

not to phasing out old school portraits. You should never forget where you come from.

Offline draconuszero

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« Reply #5 on: September 15, 2006, 12:45:30 AM »
Ahh, super robot wars or that gundam turn-based game?  I'm guessing the latter.

Offline Sabin Stargem

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« Reply #6 on: September 15, 2006, 01:07:32 AM »
Super Robot Taisen J, for the GBA.  It features a bunch of series, like Mazinger Z, Nadeisco, Tekkaman Blade,  Voltes V, G-Gundam, and several others.  I recommend it, mostly because it is the last and most developed release of the series on the GBA.

You are probably thinking of the SD-Gundam series of games, which are not unlike the Super Robot Taisen series in that they mix up a lot of mecha series in one game and have similar gameplay mechanics.  (Save for the multi-part attacks, which I hope ends up into the SRT games someday.)

Offline Joseph Hewitt

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« Reply #7 on: September 15, 2006, 10:11:06 AM »
Bugs
1) Yes, something should be done. The easiest "solution" would be to increase the text display area and cut down on troublesome texts, but you're right that a scrollable message box is the best solution.
2) Fixed. All power sources now get default descriptions.
3) Started fixing this problem, compiled the program, and realized I should not try to add new features while loaded up on cold medicine. Now it works but there are some improvements to be made later.
4) Fixed.
5) Fixed, but more work should be done here as well.
6) I guess this means the text viewer... Yes, that display needs a rework. I should do that today... I should've done that ages ago.
7) Not a bug, you did in fact run out of content. Except the part about there not being any combat. Was there any wreckage? Sometimes a NPC controlled Wraith or other flying mecha will spontaneously disintegrate... Other times they'll run off the map for no apparent reason. That is a bug. I'm working on it.

This is as far as I've gotten done so far.

Offline Sabin Stargem

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« Reply #8 on: September 15, 2006, 02:22:42 PM »
On #7, I reentered the game later, and was in a fight and got yet more messages from Itchitkin, the person involved with Aegis.  I won a rather simple and easy battle (just one Wraith...) and the event didn't pop up anymore.  Basically I encountered the same plotline encounter twice, but the first time there was no battle, and both times I earned XP.

Offline Joseph Hewitt

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« Reply #9 on: September 15, 2006, 02:38:32 PM »
Weird. Zip and send me a copy of your save file; that way I can tell what component caused the problem.

Offline SharkD

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« Reply #10 on: September 16, 2006, 09:51:15 AM »
A weapon range indicator would be cool. However, I think this should be implemented along side a general polishing up of TACTICSMODE.

Offline Joseph Hewitt

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« Reply #11 on: September 16, 2006, 06:01:29 PM »
Today was a busy day. I did the following:

- Fixed a bug with the core story, maybe not the one reported by Sabin Stargem. I also added some extra debugging info to the save files so future problems will be easier for me to diagnose.

- Mouseover will now show the names of items. If there's a pile of items only one name will be shown, though... that should be fixed.

- Configuration is saved when the program exits.

- I started working on an OpenGL names-over-heads mode but didn't manage to get anything that works. The trouble is displaying text properly in OpenGL- what I ought to do is display the bitmap containing the name in GL space, but for whatever reason it doesn't want to work. I also tried translating the coordinates of the models to screen coordinates and just printing the text on the screen but that didn't work so well either. Also, I was getting strange crashes that may have had something to do with it.

Lesson learned: Once again, don't try to add new features while sick in bed. Or even sick on the sofa. It's just not a good idea.

Tomorrow I'll beautify the menus and maybe make another release.

Offline Sabin Stargem

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« Reply #12 on: September 16, 2006, 06:25:12 PM »
Another bug report.  In the Field HQ, when mecha components are examined the game sometimes fatally crashes.  There seems to be some text output in the DOS window, but I can't read fast enough to get an remote idea of what is being said, mostly because it disappears very quickly.  So far it seems like this is an reproduceable bug, since this has occured about 5 times thus far.

Offline Joseph Hewitt

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« Reply #13 on: September 16, 2006, 06:28:41 PM »
Run the game from a DOS window and you'll be able to read the text when the program exits. I tried replicating this bug myself in the past but couldn't get it to work.

Edit-
I've just uploaded GH2v0.301 to http://gearhead.roguelikedevelopment.org

Many of the suggestions from this thread have been incorporated, some may be incorporated later, and some maybe not ever. Now a few comments.

About the pictures: I don't want to go anything fancy with the world map navigator yet, at least not until a bit more development has been done and I decide what else it might need.

12) I'll be writing a new graphical color picker sometime.
16) The purpose of the DOS window is to catch bug reports; unfortunately if you run the program directly from Windows the DOS window closes when the game shuts down and the reports are lost.
18) Agreed, but I want more portraits before I delete the old ones.

Offline Sabin Stargem

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« Reply #14 on: September 17, 2006, 09:10:11 PM »
Perhaps the output of the DOS Window can be written into a textfile before shutdown?  This would be useful, because then the text output file can be sent to you, and the user won't have to be in DOS mode in order to read what the DOS Window is saying.