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Sleuth Admin
Sleuth Admin
Tale Spinner

Apr-25-2015 00:35

Our Friend YetiFace has been hard at work again improving Sleuth.

He's moved the icon toolbar around on the map page. More importantly, townie locations relevant to solving cases are now linked to each other with their own toolbar. So you shouldn't have to jump back to the map screen as often.

Yeti's working on a few other similar improvements that should help take a lot of the tedium out of Sleuth, and reduce the opportunities to make silly mistakes while you navigate.

Tell us what you think!

Replies

Secret_Squirrel
Secret_Squirrel
Safety Officer

Apr-29-2015 03:46

Oh since the table at the bottom doesn't list in the order of the main list, could you push the ruled out suspects to the bottom? I mean I know you still need them if you're reverse engineering your case, so you can't grey them out, but it would make more sense to group them in / out.

Secret_Squirrel
Secret_Squirrel
Safety Officer

Apr-29-2015 03:52

Oh and how is WE taken into consideration?

Vulkie3
Vulkie3
Haynes

Apr-29-2015 05:48

Well, as a not - daily player (I've been off and on as to Sleuth Noir for the past couple of years), I must say that what Yeti is doing is a huge improvement in my book.

No more having to click on each character, write his / her characteristics down on a notepad and cross reference it with evidence.

Within a blink of the eye, you can see (with this update) which evidence could possibly belong to someone.

Now I've also used Sleuth Helper from Pidgeot and I've always enjoyed that program, but I did like it better in the old fashioned way instead of a program itself, hence I wanted to give my opinion about this update.

In my honest opinion, Yeti's ideas could (possibly) replace the use of Sleuth Helper, since it basically does the same, but then from Sleuth Noir "inside" instead of the "outside".

All in all, I wanted to conclude, that I have to vote a big YES to this huge improvement of solving cases. Also, if we can get a nice tutorial case working with this improvement, I'm sure even the new players of Sleuth can get accustomed to it, as well as the "old" players including myself :)



Vulkie3
Vulkie3
Haynes

Apr-29-2015 05:50

Also, as to SS's question - I assume it would be added as another "piece of evidence" under the regular evidence? But that's up to Yeti to decide :)

Aife
Aife
Old Shoe

Apr-29-2015 06:41

It' all looks fine so far Yeti but it will take getting use too after using the sleuth helper all these years:-) One question, you mentioned early on that true or false would show up as part of the alibi description although I don't see this on your latest pics. I sure would make life easier if it did.

I agree with Vulkie on the tutorial idea. It would be the best way to test this.



Vulkie3
Vulkie3
Haynes

Apr-29-2015 07:04

As to Aife's request: http://s13.postimg.org/czhi195br/pre_ruleout.png

It would look like this - Green means True Alibi, Red Means False Alibi and Blue = researched Alibi (which equals a diff. alibi, that's considered to be true in a way / no evidence linking to that person).



Emer
Emer
Con Artist

Apr-29-2015 07:15

Thanks Vulkie, I didn't notice the different colours :-D But, what if one is colour blind? ;-)

Aife
Aife
Old Shoe

Apr-29-2015 07:19

Thank you Vulkie :)

Vulkie3
Vulkie3
Haynes

Apr-29-2015 07:35

If one is color blind, then they shouldn't play Sleuth Noir (yeah, I just made that pun :p) - No, but seriously, I have no idea. Maybe Yeti could think of a (real) (fake) (researched) - extension instead of colors. Bear in mind, this is just his first sketch :)

Yeti Face
Yeti Face
Pinball Amateur

Apr-29-2015 08:04

The colour blind issue concerned me when I was putting together this draft, so I went to a site that would convert an image into one that approximates how a colour blind person would see it. The worse affected people seemed to be those who were red blind as far as I can tell. This image:

http://s13.postimg.org/czhi195br/post_ruleout.png

Wound up looking like this:

http://www.color-blindness.com/coblis/uploaded_images/post_ruleout_protanopia.jpg

So whilst the colours are not as distinct, one can still tell them apart enough to be able to work out who's who - especially with them grouped by colour. If anyone does have a kind of colour blindness here though, and can tell me how you're actually experiencing the images rather than my trying to replicate it, that'd be fantastic.

Whilst it'd technically be possible to list "(real)/(false)" after the alibi as well, it'd mean I'd have to make the information boxes even wider, to accommodate for example "Alibi: Fortune Teller (Real)", which currently would shoot outside of the box. There's already quite a lot of black space to the right of the boxes as most of the information isn't as long as a Fortune Teller alibi, and I'm worried about it looking unattractive if I add even more to that.

So what I'd rather do if it turns out that having the real/false information is really important to players is do away with the townie's career unless it's an unconfirmed alibi, and just have the alibis listed like this:

Alibi: Real
Alibi: Fake
Alibi: Unknown
Alibi: Fortune Teller
Alibi: Research

However I have found, as a non-colour blind person, that in private testing the colours have been easy to use once you're clear on what they mean. Green is real, orange is unknown/unconfirmed, red is fake, and blue is researched.

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