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    Scheduled Pinned Locked Moved Feature Requests & Ideas
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    • FrostionF Offline
      Frostion Admin
      last edited by

      If someone wants to play around and see how Iron War looks when using icons, here is a full set of many sizes: (I have not tested them out myself)
      0_1519248085722_IronWarIconSet.zip

      Map maker of: Star Wars: Galactic War + Star Wars: Tatooine War + Caribbean Trade War + Dragon War + Age of Tribes + Star Trek: Dilithium War + Iron War + Iron War: Europe + Warcraft: War Heroes

      prastleP 1 Reply Last reply Reply Quote 1
      • prastleP Offline
        prastle Moderators Admin @Frostion
        last edited by

        @frostion votes for dragon war 🙂 with food 🙂
        good stuff bro

        If we open a quarrel between past and present, we shall find that we have lost the future! Sir Winston Churchill

        1 Reply Last reply Reply Quote 0
        • HeppsH Offline
          Hepps Moderators
          last edited by

          He is a little something as a concept for the traditional games....

          PU = 0_1519248720526_Pus.png

          "A joyous heart sours with the burden of expectation"
          Hepster

          wc_sumptonW 1 Reply Last reply Reply Quote 3
          • wc_sumptonW Online
            wc_sumpton @Hepps
            last edited by

            @hepps pizza... yum...

            1 Reply Last reply Reply Quote 0
            • redrumR Offline
              redrum Admin
              last edited by

              @Frostion Here is Iron War. Pretty awesome looking IMO.
              0_1519260307005_41f25d1a-484f-4f4a-89d7-75cc30a1bfc0-image.png

              TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

              HeppsH 1 Reply Last reply Reply Quote 4
              • HeppsH Offline
                Hepps Moderators @redrum
                last edited by

                @redrum That looks awesome!

                "A joyous heart sours with the burden of expectation"
                Hepster

                1 Reply Last reply Reply Quote 1
                • redrumR Offline
                  redrum Admin
                  last edited by

                  So I think for this iteration I'm going to stick with 20x20 (small) and 48x48 for units version (large). I am leaning more towards font size consistency and either going all larger in the purchase window and bottom bar or leaving it standard size.

                  So focusing on the purchase window, here are my latest takes on it:

                  1. Standard size font:
                    0_1519261314050_eb3c150c-248b-4174-9351-c1de645d7c6d-image.png

                  2. Larger size font:
                    0_1519261447433_76b3fe89-b54b-4c16-a3ab-989cbc1bb52a-image.png

                  TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

                  HeppsH General_ZodG 3 Replies Last reply Reply Quote 3
                  • HeppsH Offline
                    Hepps Moderators @redrum
                    last edited by

                    @redrum Both look great to me. I have nothing but thumbs pointing up. I like the bigger but either is sheer bliss.

                    "A joyous heart sours with the burden of expectation"
                    Hepster

                    1 Reply Last reply Reply Quote 1
                    • FrostionF Offline
                      Frostion Admin
                      last edited by Frostion

                      They both look great 👍😃, but to me the larger font seems best. The matching size of the icons and numbers/text makes them look more as part of the same font, therefore more easy to accept as belonging together and more easy to read as a whole.

                      If this 20x20 was to be chosen for the purchase window bar and main window also (like if purchase window was like: You have 10 PUs (🛠) and 14 Food (🍏) left to spend.) then the text should also be this same size. The bars would benefit from having font size / icon size coherence.

                      In the screenshots I can see that the territory info has been moved and no longer seems left aligned. I would think it best to keep it left aligned so it did not get close to the bank account info in the center, just like the player/step/turn info is right aligned. Especially if the territory was to have 20x20 territory effect icons as well as resource production icons, it would be good to have the infos separated physically. Also it just seems more orderly 😊

                      Edit: I can now see that the territory info is moved to the right of the bank info. That's also nice. But then it should maybe be right aligned so that it sticks to the player/step/turn info. Then its icons could in that way be as separate as possible from the income info. Would be worth a screenshot comparison 😁

                      Map maker of: Star Wars: Galactic War + Star Wars: Tatooine War + Caribbean Trade War + Dragon War + Age of Tribes + Star Trek: Dilithium War + Iron War + Iron War: Europe + Warcraft: War Heroes

                      1 Reply Last reply Reply Quote 0
                      • General_ZodG Offline
                        General_Zod Moderators @redrum
                        last edited by General_Zod

                        @redrum

                        Images:
                        20x20 looks good they are identifiable and not too pixilated for bar and purchase.

                        Text Size:
                        They both look great. As text goes, I understand the @frostion coherency viewpoint. But if it saves room for future expansion, then the standard text helps there, even if a little. Plus why go bigger if we all can read it. But either way is fine in the end.

                        Info Bar:
                        Is it possible to have them all left aligned with territory info, a small break space, then resource info.

                        Text Format and Colors:
                        What do you guys think of the text for unit abilities either larger size, bold or different color. One of the primary reasons for this suggestion is that it helps distinguish the values apart. To a noob they may get confused, about what all the values are if they are all the same size and format.

                        Oh and maybe the unit abilities can be different colors for A/D/M too, (red/blue/black). Assuming the UI themes don't screw them up.

                        Since on topic of color, it might also be cool to have the projected incoming resource values another color. Maybe a nice vivid green. Another thought on this one is regarding the triggers. Maybe should just exclude anything that has chance from projected incomes, so it only displays sure things.

                        Great job!

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                        • HeppsH Offline
                          Hepps Moderators @redrum
                          last edited by redrum

                          @redrum Lovin it!!!

                          0_1519310703689_New Icons.png

                          * This is just a projection of what @Hepps hopes it eventually looks like and does not reflect reality quite yet 🙂

                          "A joyous heart sours with the burden of expectation"
                          Hepster

                          1 Reply Last reply Reply Quote 0
                          • HeppsH Offline
                            Hepps Moderators
                            last edited by

                            @redrum Just tooling around. Having some fun.

                            "A joyous heart sours with the burden of expectation"
                            Hepster

                            1 Reply Last reply Reply Quote 0
                            • FrostionF Offline
                              Frostion Admin
                              last edited by Frostion

                              The following is actually a reply to @redrum redrum 's newest post in the Fuel Enhancement thread. I just think that it has more to du with Image Icons 😉:

                              The changes look nice 😁 I hope it is still the plan to add icon explanations to the purchase window bar. We can't be sure this explanation will be in the map notes, and can't be sure the player knows about or uses tooltips, plus we would maybe like to have all players on the same page when it comes to finding words that describes and names the resource, like:
                              Resources remaining: 120 🛠 (PUs), 23 Beers (🍺) and 6 Fuel (🛢)
                              If not, an Icon free purchase window might be preferred.

                              Considering most, if not all other, information the player get in-game is preceded by a specification or explanation, in form of a menu or tab text, or : like by the Player, Round info of the bottom bar, would it not be a good idea to have the bottom bar also include short explanations like:
                              "Resources: 🛠 120 (+32)"
                              "Belarusia: 🛠 5"
                              "Territory type: 🏔"

                              Map maker of: Star Wars: Galactic War + Star Wars: Tatooine War + Caribbean Trade War + Dragon War + Age of Tribes + Star Trek: Dilithium War + Iron War + Iron War: Europe + Warcraft: War Heroes

                              redrumR 1 Reply Last reply Reply Quote 0
                              • redrumR Offline
                                redrum Admin @Frostion
                                last edited by

                                @frostion I understand your concerns but I would like to at least start with the direction of minimizing text on the main UI. Given that most maps only have 1 resource (PUs) I don't think it really matters at all for those maps and that's probably 80-90% of the player base. The rest of the players that tend to play more advanced maps, I'd consider most of them a bit more open minded and probably have experience playing other strategy games. Looking at what I would call other lead TBS games that have done way more research/testing than we ever will, most of them use icons fairly extensively and don't tend to have much text around them as it tends to clutter the overall message and how quickly people can interpret the information. Examples:

                                • Civ 5: http://images.akamai.steamusercontent.com/ugc/541899155249193781/32326AE698D836B1CA51233D34F6C5A059305C24/
                                • HOI4: https://cdn4.dualshockers.com/wp-content/uploads/2016/08/HOI4-9.jpg

                                For this first iteration, I'd like to release with minimal text and see what feedback we get. If players are confused or ask for more text/context then I can quickly add it in. I'm hoping after people play a few games with just the icons that it becomes second nature.

                                TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

                                General_ZodG 1 Reply Last reply Reply Quote 2
                                • General_ZodG Offline
                                  General_Zod Moderators @redrum
                                  last edited by General_Zod

                                  @redrum I suggest an improved tooltips.properties file. So if shifting towards image centric style. Would be nice to fix that bug gap that I reported. As well as add more than units to the properties file, maybe territory tooltips as well. (And the "I" hotkeys.) So a map maker can decide what is important information to display if needed.

                                  The only other thing that comes to mind is use of different colors in the various values. Specifically the abilities and incoming resources. I see civ uses colors extensively. Although I do have mixed feelings of emulating those games too much. I think our niche or bread and butter so to speak, are games that can be completed fairly quickly. As well as customizability and creation of games ofcourse.

                                  Late addition: Also resources should have customizable tooltips.

                                  redrumR 1 Reply Last reply Reply Quote 1
                                  • redrumR Offline
                                    redrum Admin @General_Zod
                                    last edited by

                                    @general_zod Agree. I'd like to improve tooltip customization and consistency. Using colors is a tough one since we have to support so many different maps that I don't want to force much default coloring on map makers as they might use certain colors to highlight other things that would then conflict with the defaults. Example would be they use say red border on unit images to indicate a 'defensive' unit then we make all the attack value text appear red.

                                    I think there may be some cases where it makes sense to have certain thinks highlighted with certain colors but we need to be careful. We'd need to probably have some separate threads to discuss specific items that we'd want to consider adding default colors to and what those colors should be. Also whether we'd want map makers to have the flexibility to override them.

                                    TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

                                    1 Reply Last reply Reply Quote 1
                                    • HeppsH Offline
                                      Hepps Moderators
                                      last edited by Hepps

                                      I think we can have a tendency to over think things... I was just looking at the example for Iron War from the other thread. Bear in mind I have only played the game once or maybe twice.

                                      In looking at the example I found it very intuitive to get the meaning of 100% of everything displayed in the example. This includes the things that have never been explicitly defined to me... such as the sonar scope in the Destroyer unit image which is meant to define it as a destroyer unit. Or the geometric icons that differentiate the assorted distinct mechanized unit types.

                                      Don't get me wrong...I think revisiting the tooltips is an awesome suggestion.

                                      But I also think we need to give people enough credit to be able to work some of this out in their heads or at least show enough wherewith-all to read the game notes. If a maps iconography is so muddled, indistinguishable, or convoluted that a player cannot translate the images meaning... well then perhaps that has as much to do with the game design than it does with the engine needing to spell everything out explicitly.

                                      "A joyous heart sours with the burden of expectation"
                                      Hepster

                                      1 Reply Last reply Reply Quote 3
                                      • HeppsH Offline
                                        Hepps Moderators
                                        last edited by

                                        I just want to apologize if my comments seem harsh or abrupt. They are really just meant to serve as a reminder about how fixated we get on the details of things despite having EXCRUCIATINGLY LIMITED resources. When you look at this objectively we currently have a handful (or a partial amputees handful) of individuals working on features, feature requests and engine improvements at the play level of the game mechanics. Then we seem to dissect the improvements being worked on as though we have inexhaustible resources to throw at them.

                                        So using this as an example.... we are pursuing this as a method of cleaning up and condensing the display mechanics in an effort to support the further development and usability of consumable resources within a game. Then, even though this represents just one branch of the over-all objective.... we are now getting bogged down in details that are already usable in their current state. Even though there are still several other components of the over-all objective that need to be addressed in order to make this feature truly usable.

                                        So if I seem argumentative or abrupt... then please accept my apology and understand that it is just the project manager in me that focuses on the prioritization of completing a broader goal over getting bogged down in the details of one specific component.

                                        "A joyous heart sours with the burden of expectation"
                                        Hepster

                                        1 Reply Last reply Reply Quote 4
                                        • General_ZodG Offline
                                          General_Zod Moderators
                                          last edited by

                                          @redrum I just loaded 9220. The new features look great, nice job.

                                          1 Reply Last reply Reply Quote 1
                                          • redrumR Offline
                                            redrum Admin
                                            last edited by

                                            Cool. And yeah, the pre-release now has the changes. Next step is updating all the default icons we include in the engine to have a 20x20 and 48x48 size. @Hepps Is starting to work on it 🙂

                                            TripleA Developer with a Passion for AI: https://forums.triplea-game.org/topic/105/ai-development-discussion-and-feedback

                                            prastleP 1 Reply Last reply Reply Quote 2

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