Esoteric Update #331 - Tooltip Troubles


Update is late, I know. I just didn't have a good Monday, and unusually, this time it might be the game's fault.

So let's start with the issue. It was this:


The way this was written — purely in CSS — could not be fixed. CSS cannot pop an element out when it's clipped by an overflow: hidden. So I had to rewrite to use JS instead. It took me two days, two whole days. And about 95% of that time was spent testing and fixing issues with event execution order. By Sunday evening, I was so stressed (even though it seems to work now, I hope) that I just crashed, and on Monday, I felt so exhausted and low on energy that I couldn't get out of bed.

But at least, as far as I can test, the issue is fixed:


That said, this wasn't all I've worked on. I also put some work into the term module (which manages displaying tooltips). It's not quite there yet, but the core is functional, and it's just missing handling for player (character) knowledge. I'm going to be returning to it periodically to make sure everything works correctly, I'm sure, especially since I have to play around with data management a little bit more. Going into this issue also prompted some questions about DOM/HTML curating, so I implemented CSS + JS to remove unnecessary tooltips that would otherwise pollute the display automatically. This addition is related to the idea of "hidden" and "unhidden" text from the Alpha, but this time it offers a much deeper integration that addresses some of the issues from before.

Speaking of... I also did this to address some aspects of idioletct application. Idiolects were added "later on" in the Alpha, and some frictions were not feasible to address. Fortunately, part of the point here is that we can indeed address this. So I significantly cleaned it up.

And this was part of the reconsideration of the Language step of character creation. It got cleaned up and slightly broadened, giving you the ability to (to a limited degree, clarity was still a focus) mix idiolects and describe your own voice.

I've also worked on a few other minor things and written a bit. Regarding that last part, I've been feeling a lot better about my writing recently, which is also essential for this project.

I have a doctor's appointment today (the recurring kind — nothing is happening), and I'll get to all this tomorrow.

(Also I've grown to really enjoying the purple colour scheme.)

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