Terraforming-mars: Verbose log option

Created on 28 Nov 2020  路  5Comments  路  Source: bafolts/terraforming-mars

Many triggered effects (and some main ones) do not show up in the log. For example, corporations that gain income or MC when certain tags are played. There's no indication that this happened other than watching someone's stats increase. This makes it easy to forget about such effects.

Similarly, there's no log indication for cards that increase income via a formula what the result of a formula was. Thus, a large increase can go unnoticed.

A "Verbose" log option which put all this stuff in the log would help visibility of game state (and particularly of changes to game state) a great deal. Ideally this would be always stored and a toggle, so that turning it on shows all past info.

enhancement

Most helpful comment

1110 had forked into a few related topics. It started with the idea of a game log being downloadable, which led to the idea that that game log should be complete. Complete should mean you could write a program to calculate everyone's ending inventory etc. based on the log file alone.

As for what's shown in the UI, I would start by saying it should be complete, and there only needs to be a verbose toggle if anyone complains that it's too much information.

And maybe no one WILL even complain, if the information is presented in a nice way. here was a discord conversation from last week.

image

All 5 comments

1110 had forked into a few related topics. It started with the idea of a game log being downloadable, which led to the idea that that game log should be complete. Complete should mean you could write a program to calculate everyone's ending inventory etc. based on the log file alone.

As for what's shown in the UI, I would start by saying it should be complete, and there only needs to be a verbose toggle if anyone complains that it's too much information.

And maybe no one WILL even complain, if the information is presented in a nice way. here was a discord conversation from last week.

image

That looks really good!

I think the approach of showing the delta is a great idea. The user can see what has changed and users who want to be able to see what the state of the game was at a certain point could rely on the delta and calculate the state versus requiring the entire state.

I still want to reorganize this pile of interrelated issues and figure out which existing issue will serve as which.

  • One issue about having a game log of any kind that is verified by test to be complete (the test can calculate the complete ending state of a game from its log and initial conditions alone, without knowing any game rules, just by watching pieces move around in this enormous log file)
  • One issue about presenting that full information in the "game log" UI, either along with a "concise mode" button or by trying to present it compactly and attractively and hope everyone's just okay with it. (Both those options would need design work; how would we know exactly where "concise" has to draw the line?)

Actually maybe the either/or in the second bullet would each be their own bugs too.

I would really love seeing an explanation for what actually happened in the Turmoil phase!

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