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[Freeciv-Dev] Re: [macro]isotrident
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To: Daniel L Speyer <dspeyer@xxxxxxxxxxx>
Cc: freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: [macro]isotrident
From: Mike Kaufman <kaufman@xxxxxxxxxxxxxxxxxxxxxx>
Date: Thu, 28 Mar 2002 18:56:00 -0600

On Thu, Mar 28, 2002 at 06:29:41PM -0500, Daniel L Speyer wrote:
> 
> Isometric handles this differrently from overhead.  The border-shape is
> the same for all terrains.  Even so, this version puts more of a shape to
> it: what do you think?

yikes! now it looks pocked.

> 
> >the hills should be a bit more periodic when they're adjacent.
> >right now, there's no continuity. mountains have quite nice
> >periodicity on the other hand
> >
> 
> Yeah, the hills never worked as well as the mountains.  I've redone
> them; I think they're a little better now.

yep.

> 
> >
> >specials
> >-----
> >the classical city and metropolis without city walls is too high
> >up on the tile, and it looks like the same for the other styles.
> >
> 
> fixed

a little better.

> 
> >It's very difficult to see what's under the farmland graphic,
> >on top of desert for example
> >
> 
> fixed

better.

> 
> >the pollution graphic is a bit strange but ok
> >
> 
> Oops, missed that: it was still the Hires symbol.  I've replaced it with a
> tridentier one.

ok.

> 
> >The fortress graphic is unforgivable. I would prefer a four cornered
> >dealie.
> >
> 
> The real problem is with the way isometric draws fortresses.  I might code
> a real solution sometime soon, but for now, here's a hopefully forgiveable
> one.

fairly. it'd be nice if it ran parallel to the map grid.

> 
> >the airbase graphic doesn't look as dumb as the fortress, but
> >still grates a bit on my senses
> >
> 
> Another Hires -- replaced.

fine, but you should put it lower in the tile.

> 
> >how about a reddish haze for fallout (radiation)
> >
> 
> But reddish radiation is harmless -- it's the blue stuf you need to worry
> about ;)
> 
> More seriously, I don't think that would be as recognizable as what we
> have now.

ok.

> 
> >I kind of liked the little pond for a singlet river.
> >
> 
> Done

fine.

> 
> >
> >other stuff
> >----
> >flags cover too much of adjacent tiles <-- major issue, blocker
> >
> 
> This one is really hard to fix.  It's present in all isometric tilesets,
> but the small cities and units in macroisotrident make it more
> problematic.  To fix it would require massive coding -- maybe some varient
> of the shields patch.

hmm. This annoys me enough that I might take a quick look.

> 
> >the tens digit and ones digit should not be separated
> >
> 
> I'm not sure what you mean here.

image attached. the space makes it difficult to read.

> 
> >I'm not so hot on the new hitpoint meter. I could live with it
> >though.  would like to know what others think. I don't like the
> >blue dot in the middle on full hp.
> 
> Haven't you ever started a destroyer offensive and then discovered that
> one of them only had 29 hitpoints so itcouldn't move as fast as the
> rest?  I used to do that all the time.  Now I don't, because almost healed
> units don't have the blue stripe.

I'll grant you that, that's a fairly good idea, though I would say,
don't dance around it, make the entire thing a nice shade of blue.
but for the rest, I think that the multitude of colors is sort of gaudy. 
You basically have three redundant indicators going on at the same time 
(color change, outline gets bigger and yellow, and bar shortens to the 
left) which is distracting. Also the fact that the the "subtracted hp" 
(righthand) part of the bar is transparent also makes it hard to read. 
What can I say, I even like the engels hp bar more becuause the subtracted 
part is black and doesn't have the annoying outline.

-mike

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