Quote:
Originally Posted by Herman
I would like to suggest that you consider using both upper and lower case letters in the display.
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The LCD font is true to LCD layouts - lower case letters take the same amount of space, and aren't always clearer.
Quote:
Originally Posted by Herman
Also, I suggest a hotkey beside each function. For example, your display shows "FULL" and "HIDE". Perhaps you could consider allowing a mode that shows "Full [F]" and "Hide [H]". Maybe have two different modes that can be activated/disabled according to player preference.
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FULL and HIDE are placeholders for the time being. I'll certainly look at setting custom key bindings, though - that should be fairly easy.
Quote:
Originally Posted by Herman
Also, you probably do not want to be generating a gazillion new ID numbers for contacts that are only lost or flicker for a second or two.
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From the start of implementing the sensor system I made sure lost contacts wouldn't retain information. As it is, there's a fairly simple system in place to account for relatively long delays in-between contact without the contact getting re-assigned next time contact is made. But if it does go for too long, then yes, you won't know which contact is which.
Quote:
Originally Posted by Herman
Will the information flow between allied players instantaneously?
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It depends. But where this will really shine still remains quite awhile down the road.
For multiplayer, I tend to prefer to leave things to the host's settings, and this is probably a good place to do that. Some would rather just trust the other team to not cheat in such a way - and communicating information accurately about the ID of contacts might be difficult enough on its own that it wouldn't be too much an issue - but it shouldn't really be an issue to make data links always active for the entire team as an optional setting.
Quote:
Originally Posted by Medley1991
Oh goooshhh, you break my heart ! SEAKING !
Nice job ! Keep on men !  
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Thanks!
Update coming soon. It's a highlight tonight.