URL:
<http://gna.org/bugs/?19238>
Summary: terrain graphics ambiguity
Project: Battle for Wesnoth
Submitted by: slowthinker
Submitted on: Tue Jan 3 06:28:18 2012
Category: Feature Request
Severity: 3 - Normal
Priority: 5 - Normal
Item Group: Graphics
Status: None
Privacy: Public
Assigned to: None
Originator Email:
Open/Closed: Open
Discussion Lock: Any
Release: 1.9.3
Operating System: any
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Details:
I believe that terrain with different movecost/defense should be very clearly
distinguished, without a need to concentrace on the graphics, and even in a
fog.
With 1.9 these new problems arose:
* deep water, shallow water and ford are too similar
next terrains were much better distinguished in 1.8. True, people could edit
their maps and replace 'Rd' and 'Re' by other flat terrain, but that would be
a somewhat painful solution:
* sand terrains are similar to 'Rd' (Dry Dirt)
* cave terrains are similar to 'Re' (Regular Dirt)
Next ambiguities are inherited from 1.8:
* Impassable Mountains are similar to Mountains (maybe the fog in these hexes
should be dark, so that all impassable terrains use a lot of black)
* the village 'Uu^Vud' is hard to find in caves
** (a sidenote: maybe all villages should have a common graphical point: when
I was a noob I considered a Mill to be a village)
* 'Uu' and 'Uh' are similar sometimes (it looks there are two graphical types
of 'Uh', and the one with less points is similar to 'Uu')
* 'Ur' should be slightly better distinguished form other cave terrains.
('Ur' could be replaced by another flat terrain in maps, but it would affect
the atmosphere in caves)
_______________________________________________________
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