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IDProjectCategoryLast Update
0006895Valley 1Suggestion - UI IdeasMar 28, 2012 2:06 am
ReporterKDR_11k Assigned To 
Status consideringResolutionopen 
Summary0006895: Improvements to door appearance
DescriptionGenerally I find myself using the minimap way too much to figure out what a door does when I'm right in front of it.

1. Cavern doors should have a different appearance for the door that leads upwards in the room graph, just like buildings mark the door that leads downwards. Additionally I find the green minimap markings much harder to spot than the red ones and often stare at the minimap a while just to spot that green dot that leads towards the outside (which also blends in too well with the balls of light that litter the place).
2. Side links in caverns are extremely hard to see, especially on backgrounds with black areas. Usually I can't even see them at all and completely rely on the spot on the minimap.
3. Stash rooms need to have a marking on the door like destroyed rooms do, secret mission rooms and such have no door icon at all (which makes them somewhat distinctive but inconsistent).
TagsNo tags attached.
Internal WeightFeature Suggestion

Relationships

parent of 0005997 considering Stash door icon 
Not all the children of this issue are yet resolved or closed.

Activities

Nypyren

Mar 27, 2012 11:13 pm

reporter   ~0021450

I definitely find myself able to navigate buildings quickly due to the "inwards/outwards" door backgrounds and green "you've been here" symbols.

Having something similar for caverns would be cool!

silverhound

Mar 28, 2012 2:06 am

reporter   ~0021452

Last edited: Mar 28, 2012 2:08 am

I hadn't even thought about this myself, but indeed they could use an improvement just to be more in line with the building doors.

A solution would be to give cavern doors leading up a ramp in the background.
Cavern doors leading to a gem vein having a glistening effect (giving away the shine of the gems).
The Secret Missions could be given a more triangle-like entrance (like a giant crack in the wall).
And the Boss-rooms could be given a burning arc on their entrance.

For cavern doors leading down though... thats a bit more complicated.
Maybe give the cavern door leading up a half ramp at the bottom (and above that the black background, to indicate that you move up a bit, but dont enter a big hallway)
and the ones leading down having a part of the top obscured (to give the impression that the ceiling is also a bit lower).

Issue History

Date Modified Username Field Change
Mar 27, 2012 9:02 am KDR_11k New Issue
Mar 27, 2012 9:03 am KDR_11k Relationship added parent of 0005997
Mar 27, 2012 5:51 pm tigersfan Internal Weight => Feature Suggestion
Mar 27, 2012 5:51 pm tigersfan Status new => considering
Mar 27, 2012 11:13 pm Nypyren Note Added: 0021450
Mar 28, 2012 2:06 am silverhound Note Added: 0021452
Mar 28, 2012 2:08 am silverhound Note Edited: 0021452