Simplify Animated Pause Menu Link#5013
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Understandable about trying to reduce bloat, but in this case, what specific options are removed? Will you no longer be able to rotate Pause Menu Link, set whether you can rotate him with the C-Buttons, D-Pad, or right stick, and/or set what animation he does? |
Correct. |
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This has been a long time coming, very excited to see the menus cleaned up with meaningful options |
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Damn, it's cool to see the feature you've been working on being called meaningful or bloat :D |
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I will say that having easy access to a variety of animations to check Link's model is very useful for debugging mods; with character mods remaining probably the most popular thing to make, I would hope to see the functionality be retained, but the interface made simpler for the average user by walling it behind an "advanced" option. |
I understand how it could look that way. The feature itself (animated link in the pause menu) isn't what is getting called bloat, the amount of options and widgets it had in the ImGui Menu is the bloat. |
I think this is a good idea as well, having something behind Developer Tools to trigger/view these animations would be a good feature for modelers. |
Yea that wasn't the intent lol. It's a great feature but doesn't need 30 options with it haha. |
briaguya0
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i believe we should merge this PR as-is.
while the use case of testing out model replacements @DanaTheElf mentioned is one i hadn't thought of before, i believe that would be better served by a new feature designed for that use case (that can live in a window in developer tools).
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Some closing thoughts before I merge this. I have voiced some of this on Discord already, but I figured I'd get a summary for reference sake here as well. This is not an attack on anyone that worked on the code that's being streamlined and/or removed. This is not an attack on any particular feature itself. Every feature is going to be someone's darling, but we need to start somewhere. Our UX bloat is a serious problem to the point users sometimes don't look at options at all because of overwhelming choice paralysis and the dev experience is sometimes seriously hindered by code bloat. To re-iterate, removing things is far from the only thing that's being done. Porting over the menubar to the new modern menu from Malk is in progress and code clean-up started months ago with moving existing code to hooks and ShipInit. This PR just happens to address cleanup on both code and UX at once. |
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Yeah, I'm not updating if I can't have Link walk in place in the Kaleidoscope Menu like a Kingdom Hearts character |
This is the first part to what will be an ongoing effort to reduce bloat in SoH. We're starting to run into more and more issues with option bloat, both being able to reasonably fit the options in menu without overloading the player with walls of checkboxes, but also in code.
After some discussion, I've decided that breaking the taboo of never removing existing features is required. This effort will ultimately be multi-facetted.
This will potentially displease players, as it does sometimes remove existing functionality. However, in my opinion it's deemed neccessary to do so to provide an overall much better and streamlined experience to all players.
As for this PR, it removes any additional options from the Animated Link In Pause Menu, simply reverting it to a single checkbox, reducing the complexity by a lot. The triforce easter egg when holding L when opening the kaleido has been left intact. Small parts of decomp have been referenced to get it closer to the source. This does not move the functionality to hooks and ShipInit for now.
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