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IDProjectCategoryLast Update
0012325Bionic DuesSuggestion - InterfaceSep 13, 2013 4:19 pm
ReporterPenumbra Assigned ToChris_McElligottPark  
Status resolvedResolutionfixed 
Product Version0.907 Start Of Alpha Round 2 
Fixed in Version0.909 
Summary0012325: Whole tiles representing walls
DescriptionCurrently the boundaries of a level are represented by blackness, which is the the same as unexplored space. There are icons for extra spaces that should be visible, but not for walls.

Actual wall tiles would be a visual assistant.
TagsNo tags attached.
Internal WeightFeature Suggestion

Activities

Penumbra

Sep 12, 2013 12:25 pm

reporter   ~0033537

I have gotten more used to the targeting icons representing where I can explore. And they do make sense. It just hasn't fully "gelled" with me yet.

It makes a lot of sense when I can see them. It's when they are gone that I lose track of where I can go.

Chris_McElligottPark

Sep 12, 2013 4:13 pm

administrator   ~0033542

(sound of me running screaming in the other direction).

We literally tried for a month to make that work. I could show you some screenshots, it was terrifying. Actually, no, I don't want those out there on the Internet. ;)

Penumbra

Sep 12, 2013 4:30 pm

reporter   ~0033543

What about a different shade of black? Like, gray for unexplored? No actual graphic, just a gradient?

Chris_McElligottPark

Sep 12, 2013 4:35 pm

administrator   ~0033546

Well, we could do that, but then we'd have to show you the entire layout of the level, eh?

Penumbra

Sep 12, 2013 5:12 pm

reporter   ~0033549

I just meant a short, 1/3 width of a tile, gray to black gradient. Only where known walls are. No art assets needed, and nothing shown that the player doesn't already know.

Chris_McElligottPark

Sep 12, 2013 6:51 pm

administrator   ~0033555

We already use a 1/4th width of a tile gray/white border where known walls are...?

Chris_McElligottPark

Sep 12, 2013 6:52 pm

administrator   ~0033556

Give me a bit, I think I might be able to cook up something, though.

Chris_McElligottPark

Sep 12, 2013 9:23 pm

administrator  

Chris_McElligottPark

Sep 12, 2013 9:23 pm

administrator  

Chris_McElligottPark

Sep 12, 2013 9:23 pm

administrator  

Chris_McElligottPark

Sep 12, 2013 9:24 pm

administrator  

Chris_McElligottPark

Sep 12, 2013 9:28 pm

administrator   ~0033569

I have been working on this for longer than I should have, but please see the attached four screenshots. It has the same sort of thing at various zooms and looking at different things. The question is: does this actually help you at all?

I think it looks better, sort of, although there are a few rough bits that bug me that I'm not going to be able to solve. Doing the gradient thing that you actually suggested might be possible still, and might be required, really. But I'm not sure that's going to look super good, because of when the loot-closet-style dead ends arrive, the corners are a really pain in the rear to do well.

Although... come to think of it, I can think of a way to handle that.

The larger question, though, is if this sort of thing really emphasizes anything that you don't otherwise already know. And really, aren't the flashing crosshairs already clear enough if clarity is what we're going for? I can't think of a visual cue that would be heavier than them, which is why I did them in the first place.

Thoughts?

Chris_McElligottPark

Sep 12, 2013 9:38 pm

administrator  

v2.png (873,478 bytes)

Chris_McElligottPark

Sep 12, 2013 9:39 pm

administrator  

v2a.png (1,290,871 bytes)

Chris_McElligottPark

Sep 12, 2013 9:41 pm

administrator   ~0033570

Then we have something like the v2 version there, which shows v2 and v2a at different zooms of the same thing. It is certainly super clear, but it's also pretty ghastly ugly in my opinion. If I could work out a shader for "lighter color" on pixels, then there's a lot more I could do there.

But here again, I'm not sure that this is really an improvement in any form over what was there before. It also costs more in terms of GPU calls.

I could always make this a settings option for those who want it, but ideally it would be nice and clear for everyone. Are the current wall borders just not thick enough for you maybe?

Chris_McElligottPark

Sep 12, 2013 9:49 pm

administrator  

v3.png (1,314,741 bytes)

Chris_McElligottPark

Sep 12, 2013 9:49 pm

administrator  

v3a.png (745,062 bytes)

Chris_McElligottPark

Sep 12, 2013 9:51 pm

administrator   ~0033571

Or -- the moronically simplest approach that literally changes around 4 lines of code after I've been at this for hours -- v3. I'm just not dimming any of the borders between the game and the darkness, and I'm using only the brighter border edges. Frames it nicely, eh? That seems to do what you want without any new herculean efforts on my part.

Thoughts?

mrhanman

Sep 12, 2013 9:57 pm

reporter   ~0033573

Last edited: Sep 12, 2013 9:59 pm

I know on the darker tilesets, I have trouble telling the explored from the unexplored. The walls just aren't bright enough. Especially on the FactoryDark and PipesAndGrates2 floors.

I like v2 and v3, but I think v3 edges out v2.

Winge

Sep 12, 2013 11:10 pm

reporter   ~0033574

I like version 3 myself. It's clear, and not ugly. 2 is prettier, but harder to see...I like contrast myself.

Penumbra

Sep 13, 2013 1:09 am

reporter   ~0033582

3 is great! It is very evident what is what. My eye can follow it.

As for the cross hairs, at the beginning of a level when nothing is explored, it is easy to follow. However, when there are no crosshairs on the screen, my eye forgets that they ever existed, and I start looking for holes. Something with more playtime will go away, but as a first impression issue, this is really clear.

I love it. Thanks!

Chris_McElligottPark

Sep 13, 2013 8:25 am

administrator   ~0033589

All right then!

* The wall edges no longer ever get dimmed by the "have seen here but don't have current LOS" fog of war, making it so that the edges of the play area are much more distinct from the "never seen this" fog of war.

Penumbra

Sep 13, 2013 4:03 pm

reporter   ~0033661

Now having played with this, I see my claims of "wonderful" are fully justified. I can now easily discern the level configuration any my navigation has been made more intuitive.

Chris_McElligottPark

Sep 13, 2013 4:07 pm

administrator   ~0033662

Yay!

Penumbra

Sep 13, 2013 4:17 pm

reporter   ~0033663

Oh! I also get where I was miscommunicating. You said:

"But I'm not sure that's going to look super good, because of when the loot-closet-style dead ends arrive, the corners are a really pain in the rear to do well."

I was talking about a gradient outside the tile, not 1/3 of the way into the tile. Anyway, not important. This is a better solution all around.

Chris_McElligottPark

Sep 13, 2013 4:19 pm

administrator   ~0033665

I know you meant outside the tile, but bear in mind that when you have a tile that ends, it has six adjacent tiles, for superscribed borders. That means the corners get cut off strangely, and you wind up having to have small rotated pieces that fit there. Inscribed is far less a pain in the rear. Anyway, doesn't matter now. :)

Issue History

Date Modified Username Field Change
Sep 12, 2013 10:57 am Penumbra New Issue
Sep 12, 2013 12:25 pm Penumbra Note Added: 0033537
Sep 12, 2013 2:15 pm tigersfan Internal Weight => Feature Suggestion
Sep 12, 2013 2:15 pm tigersfan Status new => considering
Sep 12, 2013 4:13 pm Chris_McElligottPark Note Added: 0033542
Sep 12, 2013 4:13 pm Chris_McElligottPark Status considering => closed
Sep 12, 2013 4:13 pm Chris_McElligottPark Assigned To => Chris_McElligottPark
Sep 12, 2013 4:13 pm Chris_McElligottPark Resolution open => won't fix
Sep 12, 2013 4:30 pm Penumbra Note Added: 0033543
Sep 12, 2013 4:35 pm Chris_McElligottPark Note Added: 0033546
Sep 12, 2013 5:12 pm Penumbra Note Added: 0033549
Sep 12, 2013 6:51 pm Chris_McElligottPark Note Added: 0033555
Sep 12, 2013 6:52 pm Chris_McElligottPark Note Added: 0033556
Sep 12, 2013 9:23 pm Chris_McElligottPark Status closed => feedback
Sep 12, 2013 9:23 pm Chris_McElligottPark Resolution won't fix => reopened
Sep 12, 2013 9:23 pm Chris_McElligottPark File Added: Screenshot_2013_09_12_21_22_07.png
Sep 12, 2013 9:23 pm Chris_McElligottPark File Added: Screenshot_2013_09_12_21_22_11.png
Sep 12, 2013 9:23 pm Chris_McElligottPark File Added: Screenshot_2013_09_12_21_22_17.png
Sep 12, 2013 9:24 pm Chris_McElligottPark File Added: Screenshot_2013_09_12_21_22_37.png
Sep 12, 2013 9:28 pm Chris_McElligottPark Note Added: 0033569
Sep 12, 2013 9:38 pm Chris_McElligottPark File Added: v2.png
Sep 12, 2013 9:39 pm Chris_McElligottPark File Added: v2a.png
Sep 12, 2013 9:41 pm Chris_McElligottPark Note Added: 0033570
Sep 12, 2013 9:49 pm Chris_McElligottPark File Added: v3.png
Sep 12, 2013 9:49 pm Chris_McElligottPark File Added: v3a.png
Sep 12, 2013 9:51 pm Chris_McElligottPark Note Added: 0033571
Sep 12, 2013 9:57 pm mrhanman Note Added: 0033573
Sep 12, 2013 9:59 pm mrhanman Note Edited: 0033573
Sep 12, 2013 11:10 pm Winge Note Added: 0033574
Sep 13, 2013 1:09 am Penumbra Note Added: 0033582
Sep 13, 2013 1:09 am Penumbra Status feedback => assigned
Sep 13, 2013 8:25 am Chris_McElligottPark Note Added: 0033589
Sep 13, 2013 8:25 am Chris_McElligottPark Status assigned => resolved
Sep 13, 2013 8:25 am Chris_McElligottPark Fixed in Version => 0.909
Sep 13, 2013 8:25 am Chris_McElligottPark Resolution reopened => fixed
Sep 13, 2013 4:03 pm Penumbra Note Added: 0033661
Sep 13, 2013 4:07 pm Chris_McElligottPark Note Added: 0033662
Sep 13, 2013 4:17 pm Penumbra Note Added: 0033663
Sep 13, 2013 4:19 pm Chris_McElligottPark Note Added: 0033665