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Author Topic: Ideas for Tavern UI  (Read 1157 times)

Cruxador

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Ideas for Tavern UI
« on: March 25, 2011, 02:39:38 am »

I don't see anything like this yet.

The way I see it, all the fancy stuff discussed for inns and taverns can go into preexisting UI.
Winnings, and other economic information can get a little window accessible like relationships and physical description in the Units list and possibly when [v]iewing the unit. A restaurant/tavern can be designated from a counter. What can can be sold can receive  an option in the kitchen menu next to "Cook" and "Brew", or a separate tab could be added. Making beds rentable would be an option in their [q]uery menu. Evicting people would be a squad option, and ideally the sherrif's squad would do that automatically when things got unruly. Reports of music and stories could get somethign very similar to combat reports. Hiring mercenaries could be something accessible from the [v]iew screen, since Toady mentioned the possibility to hire people for other things. Maybe under [p]references. It also would be cool if, when attacked, they'd give you an alert saying "hey, we'll fight on your behalf for this price" and then if you payed them they'd act like a normal squad.

Toady mentioned a new screen, so that could go there. It could be important to have a general commerce screen, and maybe inns could have a tab in the commerce section. But I don't know what sort of thing could go there.

EDIT: To clarify, All the features mentioned here are already planned by Toady and discussed in DF Talk 12. My suggestions are purely with regards to how this could be integrated into existing interfaces.

Your thoughts?
« Last Edit: March 25, 2011, 05:07:28 pm by Cruxador »
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GlaceonMaid

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Re: Ideas for Tavern UI
« Reply #1 on: March 25, 2011, 12:08:21 pm »

I tried making a tower in a wintery place with a Tavern-esq thing for an entrance, and some bedding upstairs.
Even had a downstairs area for food/drink and a brewery, alas, it was just a glorified Dining hall.
I really like this idea though, it'd fit well with the caravan or army arc.
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Kattaroten

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Re: Ideas for Tavern UI
« Reply #2 on: March 25, 2011, 01:15:07 pm »

I believe he is commenting the latest DF talk, if you did not notice it here it is http://www.bay12games.com/dwarves/df_talk.html
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GlaceonMaid

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Re: Ideas for Tavern UI
« Reply #3 on: March 25, 2011, 01:55:47 pm »

Oh, I feel silly now.
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sockless

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Re: Ideas for Tavern UI
« Reply #4 on: March 25, 2011, 04:57:45 pm »

It's in the latest dev list for the arc. Release 4 for adventure mode and release 5 for dwarf mode I think.

I think that it should be a zone based system, instead of a building from the Q menu. We should then be able to go into a new interface where we can change settings like prices and stuff. There could also be a way to store food and drink in the tavern, similar to how we currently do it with the healthcare system, especially since it is fixed now.
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Cruxador

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Re: Ideas for Tavern UI
« Reply #5 on: March 25, 2011, 05:10:36 pm »

I think that it should be a zone based system, instead of a building from the Q menu. We should then be able to go into a new interface where we can change settings like prices and stuff. There could also be a way to store food and drink in the tavern, similar to how we currently do it with the healthcare system, especially since it is fixed now.
Yes, this could indeed be better. I considered it. The reason why I suggested it as a room designation is because Toady mentioned having it use the same system of restrictions for use as workshops currently use, though in all honesty I am uncertain as to why that would be useful.
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NW_Kohaku

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Re: Ideas for Tavern UI
« Reply #6 on: March 25, 2011, 05:57:20 pm »

Yes, there was some discussion of this a while ago in the FotF thread, and it got spun off to its own thread to take it out of there...

Anyway, I get the suspiscion that a (q)uery building would probably be something like the shops from the old economy that sell things to your citizens, but which sell to the travellers that stay at your fort.  You'd probably have minimal control over what they actually sell, picking only some broad category of "make this a clothing shop". 

I've been pushing this for a while, but, in the old Sierra City Builder games like Pharaoh, trade was generally accomplished not by having some big trade screen, but by just setting up a trading wharf or warehouse, and having a screen that said "sell up to ___ pottery each year to this partner at ___ price", or "buy up to ____ bushels of wheat at ____ price" with an arbitrary limit on how much they were willing to buy or you could sell or you could import.

I do think that an interface similar to a stocks screen or maybe a stockpile, where you could designate general types of items for sale in general would be the best way to go, although maybe that will just be split up so you have to make a specific "these are the clothes you are allowed to sell" type of store menu. 

If we do get this, though, I hope we have some sort of "don't sell this specific item" type of button, though.  Selling the hoards of pig tail socks my sweatshops churn out or random pottery is fine, but there might be certain diamond-encrusted, engraved-with-dwarves-cutting-elves-in-half-the-elf-is-pleading-the-dwarf-is-laughing glazed pots that I might just want to keep around for sentimentality's sake. 

As for a specific menu, z-menu makes some sense, but there ultimately DOES come a point where the z-menu becomes just a little crowded.  That is, unless we just make the screen have several lines of sub-menus coming off of it.  Spinning off or reorganizing other menus might make some sense.  The nobles menu is fairly anemic, and the jobs manager screen has to be accessed through the units menu. 

Spinning things off into an "administration" menu would be one solution, where we could throw the jobs manager in with it, along with maybe taking the Animals, Kitchen, and Stone menus with it.  Then, administrative decisions are in one menu, and more status-based menus are in another.  (Of course, having some way to key over between those menus would be helpful, like hitting (z) to go to the status menu from the administration menu and back.)
« Last Edit: March 25, 2011, 06:07:36 pm by NW_Kohaku »
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Bobinater

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Re: Ideas for Tavern UI
« Reply #7 on: March 27, 2011, 02:05:04 pm »

I think taverns should be accomplished by having it's their own menu where you would create a tavern that gets a random name and then you assign designated rooms to the tavern.  So depending on what you want you could assign a main dining area with gambling areas and then assign the bedrooms upstairs to it so they could be used as rooms.  This could allow you to have one big multi-purpose room or a multi-room complex that serves as your tavern.  In the menu you would also be able to turn certain options on or  off and maybe enter more complex menus that allow you to select what you will trade/how to interact with foreigners. 

Mercenaries could be hired when their leader talks  to your mayor or other noble and opens a Dialogue box similar to a diplomat or liaison.  if you decide not to hire them they will probably enjoy your tavern then leave after awhile or maybe get upset and start some trouble. other visitors I think would behave in a similar way.
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Uristocrat

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Re: Ideas for Tavern UI
« Reply #8 on: March 27, 2011, 11:04:50 pm »

You could just designate items for selling (the way we currently designate stuff for dumping/melting/etc.) and let people decide whether or not they want to buy it.  Along with some kind of "customer request" screen like we currently see in trading, so we know what people really want to buy (and perhaps also what they don't care about or have too much of).
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sockless

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Re: Ideas for Tavern UI
« Reply #9 on: March 28, 2011, 05:41:31 am »

We could use something similar to the military system for the taverns. So we can set general options for taverns, as well as setting individual options for taverns. We'd be able to make tavern profiles to easily assign to taverns.

We should then have an accountant noble who can take care of accounting and figure out profits and losses. I'm imagining that they'd pay in coin.
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