For consideration. If there's anything I personally really want, it would be the first one: the ability to use the multiple terms in the state filter input. The rest seem like good ideas worth sharing, but please focus on what would be most helpful for your processes.
Multiple Searches / Filters on State Menu
For example, being able to type something like hrs|min|sec or hrs,min,sec into the search bar filter down and track multiple variables at once, in this case any that match either term. I'm thinking of #126 and #127 where it would have been nice to see all of the timer variables and see what actions affected the timer and how.
Have key key variables be fixed at the top of the state section
Specifically, remove #dbgSpine from the section's scroll so these variables are always visible. For issues like #89, I wanted to watch the props and the main states, but couldn't simultaneously.
Allow filter to also consider the state variable's type: prop and actor
Again, thinking of #89, where I wanted to filter down to all the props to watch them with the main states. However, if I currently filter by "prop", I get something like the following:
saveprops: 000001
saveprops1: 000000010
saveprops2: 11111101100111110
Rather than the desired:
prop bag: frank
prop door: notvis
prop invenhelp: notvis
prop light: on
prop map: frank
prop navtoggle: on
prop realneck: vlad
etc.
Player Inputs on Screen
An option to display game key inputs on screen. For keyboard, focus on what affects gameplay: left, forward, right, back (smokestack), spacebar (door open), and ESC. For mouse, some visual indication of a click action. Thinking of debug testing, recording videos, and wanting to make it clear to the developer what inputs are being done, like "ESC" for #171 or differentiating between tap and holding forward in the smokestack on #88.
Ideally this is a toggle option, like the state menu is. Here's a rough mockup of a small but readable input reader. Rings or some similar quick effect around the mouse pointer when it clicks on screen. Small, high contrast indicators over the HUD on the bottom side for clear visibility.
(Given what I've seen in the comments and pull requests, it seems like the tools involved may be able to read video pixels as data. If so, it could potentially use this data, assuming it can interpret it correctly.)
Input / Movement Log
I'm not sure this one is possible, but I'm imagining something like this:
...
[Forward] → deckbd2.set — Scene35 / View105
[Right] → deckbd2.set — Scene35 / View106
[Right] → deckbd2.set — Scene35 / View102
[Space] hotspot "door" → deckbd2.set — Scene35 / View102
[Forward] → wireless.set — Scene10 / View14
[Click] hotspot "wireless" → wireless.stg — wireless 1
[Click] region "tapper" → wireless.stg — wireless 3
[Click] region "ok" → wireless.stg — wireless 1
[Click] region "ok" → wireless.stg — Scene10 / View14
[Left] → wireless.set — Scene10 / View12
[Left] → wireless.set — Scene10 / View13
[Space] hotspot "door" → wireless.set — Scene10 / View13
[Forward] → deckbd2.set — Scene35 / View103
...
I've seen a few notes like this in the details log, specifically around clicks in movie files. Perhaps it can be generalized to include all inputs that result in an action (move, turn, click) and what the primary result it (new set, scene, view, flat, etc.) I could see this being integrated into the details log, to help reports potentially identify clear cause and effect between player input and errors. Alternatively, the input log could be in its own section (togglable like state), with both logs sharing a timestamp to help track event correlation/causation. (If a timestamp, perhaps counting from the start of the session as [hh:mm:ss.ms].)
For consideration. If there's anything I personally really want, it would be the first one: the ability to use the multiple terms in the state filter input. The rest seem like good ideas worth sharing, but please focus on what would be most helpful for your processes.
Multiple Searches / Filters on State Menu
For example, being able to type something like
hrs|min|secorhrs,min,secinto the search bar filter down and track multiple variables at once, in this case any that match either term. I'm thinking of #126 and #127 where it would have been nice to see all of the timer variables and see what actions affected the timer and how.Have key key variables be fixed at the top of the state section
Specifically, remove
#dbgSpinefrom the section's scroll so these variables are always visible. For issues like #89, I wanted to watch the props and the main states, but couldn't simultaneously.Allow filter to also consider the state variable's type:
propandactorAgain, thinking of #89, where I wanted to filter down to all the props to watch them with the main states. However, if I currently filter by "prop", I get something like the following:
Rather than the desired:
Player Inputs on Screen
An option to display game key inputs on screen. For keyboard, focus on what affects gameplay: left, forward, right, back (smokestack), spacebar (door open), and ESC. For mouse, some visual indication of a click action. Thinking of debug testing, recording videos, and wanting to make it clear to the developer what inputs are being done, like "ESC" for #171 or differentiating between tap and holding forward in the smokestack on #88.
Ideally this is a toggle option, like the
statemenu is. Here's a rough mockup of a small but readable input reader. Rings or some similar quick effect around the mouse pointer when it clicks on screen. Small, high contrast indicators over the HUD on the bottom side for clear visibility.(Given what I've seen in the comments and pull requests, it seems like the tools involved may be able to read video pixels as data. If so, it could potentially use this data, assuming it can interpret it correctly.)
Input / Movement Log
I'm not sure this one is possible, but I'm imagining something like this:
I've seen a few notes like this in the details log, specifically around clicks in movie files. Perhaps it can be generalized to include all inputs that result in an action (move, turn, click) and what the primary result it (new set, scene, view, flat, etc.) I could see this being integrated into the details log, to help reports potentially identify clear cause and effect between player input and errors. Alternatively, the input log could be in its own section (togglable like
state), with both logs sharing a timestamp to help track event correlation/causation. (If a timestamp, perhaps counting from the start of the session as[hh:mm:ss.ms].)