Indicating hexes that heal / illuminate / etc?
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Re: Indicating hexes that heal / illuminate / etc?
I hope that works or some part of illumination aura, are part of the final design for illuminate (it looks cool, but I understand if it doesn't become part of the final design).lhybrideur wrote: ↑November 7th, 2019, 3:21 pm I like the Alternative to 1 tile only illuminate very much
I guess that should be rare, but it's still an issue , so it would probably be excluded if it becomes an issue .lhybrideur wrote: ↑November 7th, 2019, 3:21 pm I don't think the first two examples you gave for three light sources in your last post is that crowded. Plus it should not happen that often I think.
Icons seems like the best solution for everything right now.
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Re: Indicating hexes that heal / illuminate / etc?
I disagree with that. As was said before, too many icon will not be easily readable, so if we can use something else than an icon for the illumination that would be better in my opinion.Mawmoocn wrote: ↑November 8th, 2019, 7:43 amI guess that should be rare, but it's still an issue , so it would probably be excluded if it becomes an issue .lhybrideur wrote: ↑November 7th, 2019, 3:21 pm I don't think the first two examples you gave for three light sources in your last post is that crowded. Plus it should not happen that often I think.
Icons seems like the best solution for everything right now.
Re: Indicating hexes that heal / illuminate / etc?
Hex under effect of Illumination is already indicated, by hex having light-rays graphic, or halo of neighboring unit with the Illuminates ability, even if halo fx is missing you can look at alignment bonus values displayed on the sidebar to determine which hexes have it, when hovering the mouse cursor over hexes adjacent to an unit with illuminates ability.
Re: Indicating hexes that heal / illuminate / etc?
Similarly, I am now wondering if this shouldn't just be left to the Time-of-Day image on the sidebar. Whatever is causing the illuminates should already have some visible cue (like the aura) on the map. If there is a case where it doesn't, that should be fixed.Mawmoocn wrote: ↑November 6th, 2019, 9:27 am I'm sorry if I didn't made a quick response as I think recognition of the origin of illuminate would fail, if illuminate doesn't depend on the center or is affected solely by time of day and if they can procure their own illuminates (like lava terrains for example).
I'm not certain if it'll be essential so I decided to skip (for now).
The little aura ring makes the most sense to me. The others look a bit like snowflakes, meaning is not so clear.Mawmoocn wrote: ↑November 6th, 2019, 9:27 amI've made some alternatives to help solve it. (though it may face that problem if the icons use are large)
smalllindicators for illuminate.png
Well those are placeholders for potential icons that can be used but most icons placed there, are only to be used if it determines the origin of illuminate.
By "values", I just meant the game data. Though tying the game data to image HSV value might be a way to depict it. However, if this is for a small icon, it may not be noticeable enough.Mawmoocn wrote: ↑November 6th, 2019, 9:27 amIs that changing colors? (I'm not familiar with changing values and assumed that it changes colors)
I think changing colors would be useful if they serve different functions. I'm hoping to make it a bit easier comprehend that it's illuminate on one glance.
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Re: Indicating hexes that heal / illuminate / etc?
Well I like to have more detailed information so I can use it without hovering/finding for the wrong tiles ...Lucipurr wrote: ↑November 8th, 2019, 6:05 pm Hex under effect of Illumination is already indicated, by hex having light-rays graphic, or halo of neighboring unit with the Illuminates ability, even if halo fx is missing you can look at alignment bonus values displayed on the sidebar to determine which hexes have it, when hovering the mouse cursor over hexes adjacent to an unit with illuminates ability.
Preferably I like how ZoC can be detected.
Illumination effect depends on terrain and (unit) ability, terrain illuminate relies on different effects and sometimes camouflaged.doofus-01 wrote: ↑November 10th, 2019, 11:12 pmSimilarly, I am now wondering if this shouldn't just be left to the Time-of-Day image on the sidebar. Whatever is causing the illuminates should already have some visible cue (like the aura) on the map. If there is a case where it doesn't, that should be fixed.Mawmoocn wrote: ↑November 6th, 2019, 9:27 am I'm sorry if I didn't made a quick response as I think recognition of the origin of illuminate would fail, if illuminate doesn't depend on the center or is affected solely by time of day and if they can procure their own illuminates (like lava terrains for example).
I'm not certain if it'll be essential so I decided to skip (for now).
The left sidebar does indicate if there's illumination on time of day image.
The snowflakes was a placeholder for a star icon (or something else).
It seems reasonable though I don't fully understand what it does.
Re: Indicating hexes that heal / illuminate / etc?
I mean altering the image automatically (make it lighter/darker or something) according to the effective illumination level:
https://wiki.wesnoth.org/AbilitiesWML#E ... 5D_ability - the "value" key
https://wiki.wesnoth.org/TerrainWML - the "light" key
https://wiki.wesnoth.org/TerrainWML - the "light" key
BfW 1.12 supported, but active development only for BfW 1.13/1.14: Bad Moon Rising | Trinity | Archaic Era |
| Abandoned: Tales of the Setting Sun
GitHub link for these projects
| Abandoned: Tales of the Setting Sun
GitHub link for these projects