Replies: 5 comments
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So I'm in favor of redoing the icon display, but there are a few things we would need to change, and some things that I think are better left the same.
I think this covers everything with relatively simple icons that have universal comprehensibility. The background color makes it easier to see things from a "birds eye perspective" (not looking at the individual icons), and we can also draw thicker non-transparent borders (a few pixels thick) around contiguous regions of attributes. |
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I do believe the way attributes are placed in the engine deserves some attention, in particular the conflation of gizmos/symbols. I will attempt to familiarize myself further with Github and AscensionGameDev protocol before posting further. If desired I can (organize and) make available the .psd file. I invite constructive critisism of the asset and my communication thus far. |
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@lodicolo I don't know if it's possible, but the dimension blocks should be different for different situations: This would help immensely in the construction of the maps, as a single symbol for the z-dimensions, makes everything very confusing, and as there is no way to click on them to know what they are on the map, so if it could be with symbols, I think it would be productive and more intuitive for those who map |
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FYI : with panda's #1397 , |
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Inaccessible Attribute Images
The current tile attribute images are difficult to read.
I expect determined designers eventually become accustomed, but the learning curve could be less steep.
Further, the current tiles are english-specific.
(This may need to be a separate issue: Slide and previously Z-Block/Gate used the same image for different things.)
Possible New Designs
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I'm currently using icons fom Game-icons.net
I've concepted possible replacements, but I need to convert them to pixel art or redo the text/line/gap thicknesses to work at the default tile size (my game has bigger tiles), and tweak the palette / transparency for a better visual hierarchy.
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I only want to do this if it'll help.
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