Since version 1.x Conquest! has used a pop-up window style to interact with players. In many cases, tabs were provided to allow players to switch between pop-ups to see additional information. For example, private messages were displayed on one tab and sending a new one (or replying to an existing one) was on another. This meant lots of scrolling and new players would often miss the tabs (and critical information).
With the changes made this month the designer and I created new windows to eliminate the tabs and help cut down on the scrolling. The effect is a much cleaner user experience.
Let's start with the new chat interface:
Here is the new log:
For private messages, players scroll through the messages on the left and, once selected, reply or delete it on the right:
Perhaps the one I'm most excited about are the changes to combat reports. The old pop-up design was not large enough to show all the spoils, forcing players to scroll to find them. To view enemy troops and casualties, the 2nd and 3rd tabs had to be selected (with additional scrolling to see everything). Now, the most important parts of the report are visible at once:
Behind the scenes, I was also able to remove duplicate code by moving these new windows into their own class (versus being part of the Unity scene). This streamlined the development process for me and allowed me to add combat reports to the Quest scene (as previously mentioned) quickly and easily. During this process, I have also corrected some inefficient code, as I learn more about Unity as a platform. We are going to tackle spy, city markets, and questing next. Check back for updates to see our progress.
Sign up for the Conquest! mailing list here and follow the journey on Facebook or Twitter. Until next time, I hope to see you in the game.