On 8/8/07, Joe Wells <[EMAIL PROTECTED]> wrote:
>
> Joe Wells <[EMAIL PROTECTED]> writes:
>
> > "Bradley Arsenault" <[EMAIL PROTECTED]> writes:
> >
> >>     • New bug:It is very difficult to see the intensity distinctions of
> >>       the fertility map.  A better choice of color and intensities
> might
> >>       help.
> >>
> >> Not sure how to go about this. Turning on low quality makes more
> distinct
> >> colors per square, but also goes to show that the values really don't
> change
> >> that much.
> >
> > If the values don't change much, then it would be better if the few
> > values that are actually used got colors that were more distinct.
>
> Also, maybe the use of green for the fertility map is not a good idea
> because it is hard to see distinctions of green on top of grass.
> Perhaps a more distinct color like red should be used for the
> fertility map.
>
> By the way, the fertility map doesn't work at all for showing where
> algae will grow.  (I think I remember someone else mentioning this
> already.)
>
> --
> Joe


In terms of user interface design both methods are bad. Using red gives a
bad visual cue. While it may be more usefull as a color, its much worse at
conveying the message to the player. On the other hand the green gives the
right visual cue, but its harder to distinguish on top of other greens.

For right now I would prefer to stick with the green. It conveys the corrent
message, and its still mostly usable. I can expiriement with some different
shades of green if needed. Different drawing technique can go into the next
release.



-- 
Extra cheese comes at a cost. Bradley Arsenault.
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