Darken Moved Units
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@Cernel Do you have a screen shot ?
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@Hepps Of Baldur's Gate Enhanced Edition? Well, I didn't mean to change like that, those are just simple circles, just was clarifying the same hue as the player (thus likely the units as well).
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@Cernel I just wanted to see an example of what you are talking about.
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@Hepps Ok, but I believe your aura are better, was just referring to same hue (and I don't think it is needed to have a specific hue to have those aura distinctive enough):
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@Cernel said in Darken Moved Units:
@Hepps Of Baldur's Gate Enhanced Edition? Well, I didn't mean to change like that, those are just simple circles, just was clarifying the same hue as the player (thus likely the units as well).
The main issue I see with that is that in Balf Gate... the map itself is composed of natural surroundings... while in Triple A most territories are the same hue as the units. Therefore if you make the marker the same hue as the player colour it is merely going to blend in to the point that it will be near impossible to see.
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@Hepps Right, so it would need to have the same hue but being significantly different otherwise, like much brighter. Of course, if you have a very bright colour ownership and no relief, I realize that would be next to indistinctive (and totally indistinctive if the color is the brightest for the hue and there are no relief, but that would be extreme).
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@Cernel This is a great example.
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@Hepps Right, that is why I said the same hue, not the same colour. Potentially, you could have a way to define the brightness and the saturation of the aura in map.properties for the specific map. Really the same argument could be made with pre-defined green (or whatever) aura if you just so happen to have a map that has exactly the same colour ownership for the player (you would not see those at all or almost so if the player has that exact green colour and no relief).
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@Hepps Still think a robust unnatural colour or white would be best... for playing consistency... given that in all liklihood once this is actually operational I presume the only highlighted units would be those of the current player's turn and not every unit on the map as in the rough example.
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@Hepps If so, I'd go with only white (and only unmoved vs moved having or not having the white aura). As I said, I don't like the idea of this being hue based at all. White is the colour traditionally used for Neutral, so that's kind the most neutral hue, from my point of view.
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Well, to assure distinctiveness, or one could go the opposite way, and have the aura being always of the opposite hue as the hue defined for the player. I would also prefer that over having it always of a specific hue (green or whatever). Again, just suggestions.
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I like the same hue idea. We could potentially color shift the aura to match any predefined unit values and create an option for users to select between:
- same hue
- green
- white
The square markers are interesting, is less in your face. One thing to keep in mind is the unit highlights when you hover, so we get some roll-over effect already.
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@LaFayette Here are the revised markers as a square...
If you want other variations/changes or if anyone has suggestions on a different approach let me know.
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Why not the same design but a circle?
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@Ondis The reason I redesigned as a square was based on the example @LaFayette had posted... with some infantry units not really centered... the circles looked very off center... where-as using the square I thought it would look more centered as well as the square would work well for some of the larger unit images like the BB or CA