Page 2 of 2

Re: infection counter?

Posted: Mon Sep 16, 2013 2:25 am
by Tristan
If not an actual counter, perhaps a gradual increase in the transparency of the icon as the effect/condition wanes?

Re: infection counter?

Posted: Mon Sep 16, 2013 3:02 am
by Pyrizzle
Tristan wrote:If not an actual counter, perhaps a gradual increase in the transparency of the icon as the effect/condition wanes?
That is a really good suggestion Tristan! +1

Re: infection counter?

Posted: Mon Sep 16, 2013 4:13 am
by boots-nz
Tristan wrote:If not an actual counter, perhaps a gradual increase in the transparency of the icon as the effect/condition wanes?

+1 awesome idea :D

Re: infection counter?

Posted: Mon Sep 16, 2013 9:37 am
by Zukero
I'd vote against the transparency : it's not deterministic enough. What about when it lasts only one round to begin with, compared to those who last more than 20 rounds ?

I'd say both numbers in a YxZ fashion on the bottom part would suffice. Same font size as currently.
Or, sacrifice 10px by moving the icons up, and adding YxZ below. (Y = number of rounds, Z = multiplier).

Re: infection counter?

Posted: Mon Sep 16, 2013 3:21 pm
by Tristan
Zukero wrote:I'd vote against the transparency : it's not deterministic enough. What about when it lasts only one round to begin with, compared to those who last more than 20 rounds ?

I'd say both numbers in a YxZ fashion on the bottom part would suffice. Same font size as currently.
Or, sacrifice 10px by moving the icons up, and adding YxZ below. (Y = number of rounds, Z = multiplier).
Fair point, though I think icon transparency as a function of rounds remaining has a certain elegance ;) . Whether an immediate disappearance (in the case of a 1-round duration) or a lengthy fade (in the case of 20-round duration), the status is imparted to the player. I also haven't checked the code to determine if the icon is re-drawn after each round, a requirement for either approach. I'd prefer not to sacrifice any screen space for a solution -- I suspect AT still primarily is played on phones and always will be. Screen space is precious.

Typically, I always prefer to see more information rather than less. But I do think at times we can become too caught up in the mechanics of the game, the algorithms, the formulas, and pull back the curtain too far. A less-than-perfectly-deterministic approach might perhaps be congruent with the tale of a young boy venturing across a dangerous world.

Re: infection counter?

Posted: Mon Sep 16, 2013 9:05 pm
by Tomcat
I don't see why a second number at the bottom corner of the icon would be very hard to see at a glance. Nor why it shouldn't be an option to leave it off if someone finds that too busy.

Re: infection counter?

Posted: Tue Sep 17, 2013 1:03 am
by Pyrizzle
because unless the player has a good sized screen or good image quality it may look like this:

|2x3|1x2|3x1|
|2x3|1x2|3x1|
|2x3|1x2|3x1|
|2x3|1x2|3x1|
|2x3|1x2|3x1|

kinda hard to read.
I used | to make the edge of one status effect and the next.

Re: infection counter?

Posted: Tue Sep 17, 2013 12:02 pm
by Tomcat
Pyrizzle wrote:because unless the player has a good sized screen or good image quality it may look like this:

|2x3|1x2|3x1|
|2x3|1x2|3x1|
|2x3|1x2|3x1|
|2x3|1x2|3x1|
|2x3|1x2|3x1|

kinda hard to read.
I used | to make the edge of one status effect and the next.
This isn't what I meant at all. Two numbers, period. No x's. Multiple icons for multiple instances, like we have now.