https://game-studies.fandom.com/wiki/The_Art_of_Game_Design:_A_Book_of_Lenses?__cf_chl_f_tk=fa4sKWZua3gfigepm6bbTQxdawl.9m8tH11Ybr6uiK8-1783016138-1.0.1.1-M854n8mjY6x1rfJt5zx3Fs0JvutGq7w3_zukY9AIIto
The Art of Game Design: A Book of Lenses
ISBN-13: 978-0123694966, ISBN-10: 0123694965
It is a good source that explains the balance between fun and when a game is no longer fun.
@Nicolaus_von_Kues I agree, although regarding "Imagine an RTS where you add physiological needs; it would be realistic but not logical or believable", I don't see why it wouldn't be believable, maybe what you mean convincing as something viable. Regarding the rest, what you say is key to understand well written fiction and fantasy: many tend to dismiss critiques on believability of those shows because there's magic, dragons or whatever in it already anyway, completely missing the point of internal consistency. But we have gone quite off-topic
I would of course love to have tooltips for most items you suggest! I'd prefer the base stats to stay text though, but that's just me. For auras, there is currently not a gameplay distinction between 'passive' or 'active' auras. The only distinctions we currently have are: ranged, global, formation, and garrisoned auras. And yes, such an aura is best as a Formation effect, but those only exist in 1 mod, not the base game or DE.
As far as I know, it's only implemented for minimaps. I am not sure if it's currently possible for other UI elements or if it would need new code beyond just creating sprite XMLs, etc.
@real_tabasco_sauce Just friendly reminder that you made a shuffler for feldmp this dudes aked for and they never use it just like the 90% of the game dev made.
Looks like need to know about Requirements engineering.