Distressed unit graphics.
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Distressed unit graphics.
Would it be possible to have an option for units to have a simple "distressed" unit graphic to be used when a unit has low-HP, is on perilous terrain with low evade, is poisoned, slowed, and so forth? Humanoids could be showing slouching, or holding their weapons in a less a dynamic pose, leaning on spears and poles, etc.
I don't think this is a good idea in general - it can get confusing as to which unit is what type, and it serves very little purpose.
However, it is a VERY good idea to have this for the Cuttle Fish and other units with swarm. They SHOULD look different when damaged, since they have different stats damaged. And if it is coded for one, the possibility should be there for the other, even if it isn't used...
However, it is a VERY good idea to have this for the Cuttle Fish and other units with swarm. They SHOULD look different when damaged, since they have different stats damaged. And if it is coded for one, the possibility should be there for the other, even if it isn't used...
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Agreed.turin wrote:I don't think this is a good idea in general - it can get confusing as to which unit is what type, and it serves very little purpose.
However, it is a VERY good idea to have this for the Cuttle Fish and other units with swarm. They SHOULD look different when damaged, since they have different stats damaged. And if it is coded for one, the possibility should be there for the other, even if it isn't used...
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Good idea for rare units with swarm, especially units composed of multiple sub-units (rats, etc.)
Horrible idea for normal units only because we can't possibly draw all the necessary graphics. If we had a 3d engine which could alter the poses of a unit's "skeleton (in modeling terms)", then it would be a great idea.
Horrible idea for normal units only because we can't possibly draw all the necessary graphics. If we had a 3d engine which could alter the poses of a unit's "skeleton (in modeling terms)", then it would be a great idea.
Not to criticize, but in my mind adding a single frame for each unit depicting critical HP (why would you need new frames for every animation? Every sprite-based game I can think of off-hand that used this only changed the standing/idle frame/animation) is a far better use of artistic resources than adding in things like directional attack/defense.
It both enhances gameplay (little things like this would ease the learning curve for newer players) and makes the overall presentation of the graphics look more streamlined.
Huge efforts to add in things like awkward-looking directional attacks and defenses are borderline bloat when compared to something as simple and intuitive as a visible critical health indicator.
(I am aware that not every artist in Wesnoth is gung-ho about the directional attack/defense project, but I've seen enough artists being overly enthusiastic about it to warrant a comment regarding it)
But then again talking about artistic resources is kinda silly in a community where if you want something done, you can just do it yourself.
It both enhances gameplay (little things like this would ease the learning curve for newer players) and makes the overall presentation of the graphics look more streamlined.
Huge efforts to add in things like awkward-looking directional attacks and defenses are borderline bloat when compared to something as simple and intuitive as a visible critical health indicator.
(I am aware that not every artist in Wesnoth is gung-ho about the directional attack/defense project, but I've seen enough artists being overly enthusiastic about it to warrant a comment regarding it)
But then again talking about artistic resources is kinda silly in a community where if you want something done, you can just do it yourself.
Last edited by Gafgarion on November 29th, 2006, 5:05 am, edited 1 time in total.
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EVER SO SLIGHTLY darkening and desaturating a very weakened unit might actually work well for a subtle visual cue. It's a real balancing act, though - not overdoing it.Simons Mith wrote:As a simple fix, how about using the poisoning code to tinge badly-wounded units with red to represent their lost blood - or alternatively make them look pale to represent loss of blood. The latter would also work for bloodless units like skeletons etc.