Post by Chris Lemon on Mar 10, 2005 17:49:19 GMT -5
Here's the items I found in RC1 that I think could or should be addressed, to the whim of the Lead Programmer. At any rate it looks like the mechanics of the game are pretty down pat, and that's very impressive!
(I know you're already got an RC2 ready to roll, so you prolly have fixed many of these. Let me know if they are and I will cross them off the list, or I'll check it against the new build tonight.)
INTRO:
* Is there a way the theme could fade out on cue instead of stopping abruptly?
FRONT GAME:
* The categories could be centered better on the maingame board. Right now they are centered horizontally, but not vertically. If this is a thing to be done by the user, cool.
* I noticed no bell sound effect when a special (7-11 or Mystery 7) is turned around. I see why this is now...you do it manually, and this allows you to turn it around silently when it's the last one revealed. VERY SMART. (The bell sound could be a little cleaner, tho. It doesn't ding well repeatedly.)
* I don't think the PRESS HOME signal should be put up on screen when a round is over. Or maybe it should be in a more unobtrusive position, like very small in the corner. I'd just blank out the screen, but I can see why you want the reminder, too.
* For the last answer of a round, it would help if the game physically did not allow the board op/host to pass it. Either it's a right answer or it's cuckooed to get by it, but the pass should be disabled. This way the op/host doesn't have to keep a list of items to know when they are at the end (though he should anyhow for things like backward answers).
* The cuckoo wasn't there when an illegal clue was scored. I understand this is fixed in RC2.
* There should be commands that will sound the cuckoo and buzzer independently of an action, like the standalone bell. ("C" and "B", maybe?) The cuckoo is needed for the traditional newbie spiel: "If you give an illegal clue you'll hear this sound: <cuckoo!>", and the buzzer would be used for if the judge needs to render an audible "No" on a yes/no question from the host. Said buzzer should be in the WC, too, for post-mortems. ("Judge, would you have accepted ________?" <BUZZ!> "Dammit!")
* Manual positive score adjustments should not come with a sound effect, in case a correction needs to be done silently. If needed, an op can quickly sound a manual bell with one.
* Just an aside, I was VERY impressed with how you handled the ability to dump out of the final round, while still allowing specials to be played to completion. It's very intuitive, and works every time. Well done!
WINNER'S CIRCLE:
* Again, great job on the control diagram. I was worried about it taking away from the feel of the game, but it doesn't at all. Great, great design.
* The 60-second clock should not be onscreen at the start of the round. The sequence should start with the closeup of the board, then on the host cue of "Here is your first subject!" the clock should appear and the first trilon should rotate, and then on the cue of "Go!" the clock should start.
* I noticed no buzzer sound effect when an illegal clue was scored for a trilon.
So that's all I saw. Please let me know what you think here, and if I can check anything else for you. I forgot to check tie games in this version, so I'll be sure to with the next RC.
(I know you're already got an RC2 ready to roll, so you prolly have fixed many of these. Let me know if they are and I will cross them off the list, or I'll check it against the new build tonight.)
INTRO:
* Is there a way the theme could fade out on cue instead of stopping abruptly?
FRONT GAME:
* The categories could be centered better on the maingame board. Right now they are centered horizontally, but not vertically. If this is a thing to be done by the user, cool.
* I noticed no bell sound effect when a special (7-11 or Mystery 7) is turned around. I see why this is now...you do it manually, and this allows you to turn it around silently when it's the last one revealed. VERY SMART. (The bell sound could be a little cleaner, tho. It doesn't ding well repeatedly.)
* I don't think the PRESS HOME signal should be put up on screen when a round is over. Or maybe it should be in a more unobtrusive position, like very small in the corner. I'd just blank out the screen, but I can see why you want the reminder, too.
* For the last answer of a round, it would help if the game physically did not allow the board op/host to pass it. Either it's a right answer or it's cuckooed to get by it, but the pass should be disabled. This way the op/host doesn't have to keep a list of items to know when they are at the end (though he should anyhow for things like backward answers).
* The cuckoo wasn't there when an illegal clue was scored. I understand this is fixed in RC2.
* There should be commands that will sound the cuckoo and buzzer independently of an action, like the standalone bell. ("C" and "B", maybe?) The cuckoo is needed for the traditional newbie spiel: "If you give an illegal clue you'll hear this sound: <cuckoo!>", and the buzzer would be used for if the judge needs to render an audible "No" on a yes/no question from the host. Said buzzer should be in the WC, too, for post-mortems. ("Judge, would you have accepted ________?" <BUZZ!> "Dammit!")
* Manual positive score adjustments should not come with a sound effect, in case a correction needs to be done silently. If needed, an op can quickly sound a manual bell with one.
* Just an aside, I was VERY impressed with how you handled the ability to dump out of the final round, while still allowing specials to be played to completion. It's very intuitive, and works every time. Well done!
WINNER'S CIRCLE:
* Again, great job on the control diagram. I was worried about it taking away from the feel of the game, but it doesn't at all. Great, great design.
* The 60-second clock should not be onscreen at the start of the round. The sequence should start with the closeup of the board, then on the host cue of "Here is your first subject!" the clock should appear and the first trilon should rotate, and then on the cue of "Go!" the clock should start.
* I noticed no buzzer sound effect when an illegal clue was scored for a trilon.
So that's all I saw. Please let me know what you think here, and if I can check anything else for you. I forgot to check tie games in this version, so I'll be sure to with the next RC.