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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