From: Erik V. <eri...@hc...> - 2007-06-24 21:28:28
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> -----Original Message----- > From: rai...@li... > [mailto:rai...@li...] On Behalf > Of brett lentz > Sent: Sunday 24 June 2007 22:06 > To: Development list for Rails: an 18xx game > Subject: Re: [Rails-devel] Fixes & sorting > > On 6/24/07, Erik Vos <eri...@hc...> wrote: > > > > > Ahhh... how about we relabel it as "Master Undo > (for testing)" ? > > > > > > > > Hmm, isn't that a bit longish? > > > > I was inspired by the vi commands that get a forcing > character when > > > > suffixed with a !, for instance q! forces quit where q doesn't. > > > > I agree that some explanation is needed, perhaps a tooltip? > > > > > > > > > > > > > A tooltip would help, but in general having two menu > options named the > > > same thing is going to be confusing. > > > > > > I don't really see a problem with a long menu option. We're not > > > limited for space there. > > > > Actually, I meant that the appearance of two options is temporary. > > ultimately, I think there would be only one undo option > (labelled just > > "Undo"), > > and it would depend on the user's role (player or > Master/Moderator) what > > its meaning would be. > > > s> For now I suppose we have two ways in which the program > can be used: > > > > 1. "Hotseat", which (if I'm right) means that players take > turns behind one > > screen. > > In that case, the (restricted) player undo would apply. > > > > 2. Moderator, in which case one person replays or moderates a game. > > In this case the unrestricted version would apply. > > > > What about adding a startup option (two radio buttons?) > > to select between these two usages? Then the "Undo!" could go. > > > > Here are some other ways we could do it: > > 1) We could add a new temporary drop-down menu for testing new > functionality, and just enable/disable it this new menu with a > "development mode" startup option. > > 2) We can move the "player undo" back onto the game status window, > next to the Done button. Then rename the Move menu to something like > "Moderator", so that the Undo that's in there is more clearly a > "Moderator Undo" > > > > I like #1 because then we can add anything in there without worrying > too much about choosing a permanent position within the UI for it. > This also allows us to have these potentially confusing UI elements > disabled by default when we ship out new JARs. > > I like #2 because it creates a clear differentiator that may be useful > for other features and could be a less temporary (more permanent) way > of presenting that feature. Both look good to me. In fact we could marry your two options by leaving Move in *and* adding Moderator. Another factor to look at is consistency between the various screens. Currently, StartRound has a menu (incl Move), but OperatingRound hasn't, so it needs the Undo/Redo as buttons. > At this point, it doesn't *need* to be fixed right away. We can simply > disable it if there are enough other things that have changed to merit > a release. Indeed. I don't have strong feelings about how the final UI should incorporate all possible user actions, but I tend to prefer an approach where normal game actions are executed via buttons, and exceptional actions via menu options. That would favour putting Undo/Redo into the menu in all screens. Erik. |