I’ll try to get more context on this tomorrow. The thing that I have learned with these types of technical issues is that nothing is ever “impossible” if you have the time but something can be so annoying to fix and take so many hours worth of dev or engine time that it becomes way too expensive to justify the time cost vs the added benefit. I believe this is that type of situation. And then when you compare it to what that time could have been spent on like updates etc that is where we prioritise the “bigger” things.
Hi, back here with a a quick update! Positive news is that we've worked out a more player-friendly solution where we think we can change it so that the is transparent until it's highlighted. In CM we've recommended this as the best compromise and we have passed that feedback on. In next week's game update newspost we hope to update you officially on it.
Okay so going into the "technical" reasons a bit more:
Each part of the fairy ring is a different "ground location" (9 in total) then there is an extra location in the middle which is what you click on. If all of those had "ops", the ops from various ring parts would stack up in the minimenu. During the game-jam we tried solutions and they didn't look nice when highlighted - so the number of ops in the minimenu was definitely an issue!
Fairy Rings are also "multi-location" with as many possible states as there are fairy ring destinations! The same click location is used for every fairy ring, as it has n...
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