We had some discussions about the possibility for a Yes-No-question in PanzerCorps during a scenario.
In 1.10 we have the chance to make it with units. If unit x is at city y until turn z - I triggered the Yes-option, if not, the other option. Or I could use tags if the actions should be later in the scenario.
But the player has to use a unit to show his decision.
Alternative, there could be a special message action (Yes-No-message) in the scenario editor. If the player presses "yes", the program set the tag "yes", if button "no" pressed, it sets tag "no".
Yes-No-Questions
Moderators: Slitherine Core, Panzer Corps Design, Panzer Corps Moderators
Re: Yes-No-Questions
I think the ability to "let your units do the talking" is sufficient.
Also, remember than any dialog box is more than communication. It is also modal: forcing the user to interact with it (read its message; click on something). Put simply, dialogs are things that is put into the user's face.
While they have their uses, any time you can solve an interaction without modal dialogs, do so. Any scenario featuring dialogs could quickly get frustrating.
I understand how awkward it can look to have to "speak through units" especially in multi-player scenarios where you're asked to make a choice.
But in most well-crafted scenarios, you can design the choice so it appears less as an outright question, and more like a natural extension of playing the game. Allowing scenario constructors to put up dialog boxes is the easy way out here; removing the impetus for crafting good scenarios.
In essence, instead of quietly "listening to" the player and where she directs her forces, you would be able to stop the gameplay and just ask. While convenient sometimes, it also opens the door for a "chatty" computer than never shuts up and lets you just play the game.
Not saying dialogs are a bad thing. But they require more careful consideration than what most people think of
Also, remember than any dialog box is more than communication. It is also modal: forcing the user to interact with it (read its message; click on something). Put simply, dialogs are things that is put into the user's face.
While they have their uses, any time you can solve an interaction without modal dialogs, do so. Any scenario featuring dialogs could quickly get frustrating.
I understand how awkward it can look to have to "speak through units" especially in multi-player scenarios where you're asked to make a choice.
But in most well-crafted scenarios, you can design the choice so it appears less as an outright question, and more like a natural extension of playing the game. Allowing scenario constructors to put up dialog boxes is the easy way out here; removing the impetus for crafting good scenarios.
In essence, instead of quietly "listening to" the player and where she directs her forces, you would be able to stop the gameplay and just ask. While convenient sometimes, it also opens the door for a "chatty" computer than never shuts up and lets you just play the game.
Not saying dialogs are a bad thing. But they require more careful consideration than what most people think of
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BiteNibbleChomp
- Lieutenant-General - Do 217E

- Posts: 3231
- Joined: Mon Jul 01, 2013 6:35 am
Re: Yes-No-Questions
Most of the Y/N options are done in the briefings anyway!
- BNC
- BNC
Ryan O'Shea - Developer - Strategic Command American Civil War
Re: Yes-No-Questions
I think, using units to trigger Action is not the natural way to make decisions.
To move a unit to a special hex or to switch a unit to trigger Actions, it works.
Perhaps another Chance to realise it (update needed):
* Define a Flag (perhaps with a condition)
* Define a short and long description
* make another button in the UI (perhaps showing the size of the option-list)
* if this button pressed, the Player see a list of his Options in this Scenario at this turn
* He could select an Option to trigger an Action
This would be better than yes/no questions, because the Player could define the turn, he uses an Option.
To move a unit to a special hex or to switch a unit to trigger Actions, it works.
Perhaps another Chance to realise it (update needed):
* Define a Flag (perhaps with a condition)
* Define a short and long description
* make another button in the UI (perhaps showing the size of the option-list)
* if this button pressed, the Player see a list of his Options in this Scenario at this turn
* He could select an Option to trigger an Action
This would be better than yes/no questions, because the Player could define the turn, he uses an Option.

