View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0018942 | Starward Rogue | Suggestion | Jan 25, 2017 10:44 am | Jan 30, 2017 9:59 am | |
Reporter | Pepisolo | Assigned To | Chris_McElligottPark | ||
Status | acknowledged | Resolution | open | ||
Product Version | 1.700 (Beta) | ||||
Summary | 0018942: Pickup outlines for higher clarity | ||||
Description | Feedback from steam user Imas. "Exp drops are sometimes kinda hard to spot too - I'm not sure why, but I think it's because unlike health and coinds, they don't really animate a lot to stand out from the background that is just as colourful as the little blue or green sphere of Exp. I missed a dropped item once or twice too until I checked the map to see if I missed anything, since there are some that can look kinda similar to floortiles. I forgot what it was, but I remember one that looked like a gray disk and blended really well with the floor texture and the gray circles that come up sometimes as floor tiles (I think they can spawn drops?). Maybe add a little glow-like outline to those if there are no more enemies in the room to worry about?" | ||||
Tags | No tags attached. | ||||
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Support from piccolo255 "I'd like to add my support for this :) An outline around item pickups in cleared rooms would be a great quality-of-life feature!" |
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This should be a pretty trivial thing for us to code in for cleared rooms if desired. Basically: - If the room is cleared, then any pickups draw with a secondary copy of themselves underneath themselves with the diffuse set to black, in a new layer below the normal pickups layer. That would be drawn at something like 1.1 scale. - If we wanted to have that layer pulsing somewhat on item pickups to add even more visibility, that would cost next to nothing on the CPU, and could just be a sin wave of 0.05 magnitude around the 1.1 base scale for the black outline. - That said, if this is needed after room clear, I guess there's a question of whether or not that is need _always_. That is also trivial to add, although you're talking about a mild bit more graphics load during actual gameplay when there might be a ton of bullets flying around. - I doubt that last would be a substantial performance problem unless there were absolutely a ton of items out there at once on the screen for some reason AND a lot of other stuff was going on. I think we resolved all such situations in the past (combining EXP drops into larger single-denomination bundles, for instance). Thoughts? |
Date Modified | Username | Field | Change |
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Jan 25, 2017 10:44 am | Pepisolo | New Issue | |
Jan 30, 2017 9:27 am | Pepisolo | Note Added: 0045747 | |
Jan 30, 2017 9:27 am | Pepisolo | Note Edited: 0045747 | |
Jan 30, 2017 9:59 am | Chris_McElligottPark | Note Added: 0045748 | |
Jan 30, 2017 9:59 am | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Jan 30, 2017 9:59 am | Chris_McElligottPark | Status | new => acknowledged |