Minimap ball shapes suggestion - reason: colors - Page 2

Minimap ball shapes suggestion - reason: colors

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

Moderator: Moderators

Which would be the best shape?

Balls and Triangles
32
84%
Edged enemies
6
16%
Animating enemy colors
0
No votes
 
Total votes: 38

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zwzsg
Kernel Panic Co-Developer
Posts: 7052
Joined: 16 Nov 2004, 13:08

Post by zwzsg »

Tobi wrote:The most advanced radars currently can even see stealth objects
Great idea! Spring radars should be able to display stealth units as well, or else it's not realistic!

(sorry for the trolling, couldn't help it)
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Pxtl
Posts: 6112
Joined: 23 Oct 2004, 01:43

Skip that

Post by Pxtl »

First things first, we just need more team colours. Having 3 different shades of blue makes things really nasty.

Three shades of blue, three monochrome... but no orange and no pink? WTF?
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FireCrack
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Joined: 19 Jul 2005, 09:33

Post by FireCrack »

Or prehaps in real life stealth is not as good as TA stealth....
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Guessmyname
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Joined: 28 Apr 2005, 21:07

Post by Guessmyname »

TradeMark wrote:And if we let players see the type of the unit, then it will change the gameplay, because i cant fool people anymore with low level units trying to look like big army, meanwhile i attack with small group of better units from other direction. :wink:
Mod-dependant. Some mods (TA:WD for instance) might want you to be able to see what unit type is on radar. If we can define a radar bitmap on a per-unit basis, it doesn't mean OTA/AA/Whatever's gameplay is changed - they can just make all the units use the same radar blip.

As for fooling players with what looks like a big army - with customisable radar blips we could make a unit designed for the purpose! (Small unit, large radar blip or maybe have it as a cluster of smaller blips with lots of weapons that are really low-powered - basically something that will divert your enemies attention away from whatever else it is you're doing)
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

We'll need to have the radar blips skinnable anyways, and it'd be a ncie feature.

However I think a HW1/2 style sensor mdoe is still the way to go because it doesnt need the minimap, it just needs you to zoom out a long long way which can be done quickly if holding shift down,and can be displayed ont he map without affecting the minimap, and could be on/offable through a keybinding or settings....

It'd brign with it all the advantages it gave HW, being able to zoom out to extreme distance, filtering out irrelevant graphical data, simplifyign the view into more useful data, speeding up the game with onyl displayignt he models of big unitsand anythign that's below a certain size (say 100x100pixels) is pushed down into a billboarding model with a symbol on it. We can get rid of map texture in this mode and simply have simple shading of a single colour, with another colour for anything under water depth in just a semitransparent plane of colour with no effects applied.

Infact such a sensor mode could be made default and have an option in settings to prevent switching to normal mode,allowing springs lower hardware requirements to be extended downwards a lot further.

Also I'm not aware of any RTS that does this other than space strategy games.......
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Post by Tobi »

zwzsg wrote:
Tobi wrote:The most advanced radars currently can even see stealth objects
Great idea! Spring radars should be able to display stealth units as well, or else it's not realistic!

(sorry for the trolling, couldn't help it)
Note that I didn't want realistic radars in spring, I just pointed out what they are capable of. As I said in my earlier post, I don't really like any of the ideas here, I'd just vote for keeping things as they are. I'd definitely oppose to making the radars realistic as it would really overpower them and change the entire gameplay...
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Zenka
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Joined: 05 Oct 2005, 15:29

Post by Zenka »

Gameplay>Realism
(+1)
Tobi
Spring Developer
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Joined: 01 Jun 2005, 11:36

Post by Tobi »

yes
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AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

mwha many many times I have posted that sensor mode thing on these forums and NEVER has anyone ever responded...

Maybe some other person will get the same thought and post a thread and people will respond....
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TradeMark
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Joined: 17 Feb 2006, 15:58

Post by TradeMark »

AF wrote:However I think a HW1/2 style sensor mdoe is still the way to go because it doesnt need the minimap, it just needs you to zoom out a long long way which can be done quickly if holding shift down,and can be displayed ont he map without affecting the minimap, and could be on/offable through a keybinding or settings....
I dont personally like that idea, because its too hard to see the happenings on the map. With minimap you can always see them quickly, without pressing any keys.

But if it is optional, it doesnt matter for me. Everything new and optional is always good...
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SinbadEV
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Joined: 02 May 2005, 03:56

Post by SinbadEV »

TradeMark wrote:Everything new and optional is always good...
And this is why this project is still floundering.
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

huh? The only difference is the texture is simplified greatly, and the untis are icons!!!! If anything it should look almost identical save the last 2 points, and anyways you're nto going to see your untis in full detail zoomed out seeing the map in its entirety, just look at SupCom when it's zoomed out lots, their untis and weapons fire are all icons.



Go play homeworld 1/2 multiplayer, see how most good players spend the majority fo their time in sensor mode, it's a very powerful tool for representign the entire battlefield in its entirety in great detail as if you're up close while displaying data a minimap is too small for and up close is too big.....

Besides it'll be needed with zaphods new renderer and provides a much better ay of issuing command son the minimap, aswell as a good opportunity to make use of zoom in on mouse cursor.

Who on earth will make use of the huge zoom out in the new map renderer if the units are too small to be spotted never ming recognised.
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

http://www.supcomuniverse.com/?p=image&id=138

That can be done in spring if untis changed to symbols when zoomed out, imagine trying to make out units if those icons where the equivilant of a 10x10 square of krogothes....
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Licho
Zero-K Developer
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Joined: 19 May 2006, 19:13

Post by Licho »

I would like to have a way of representing units that:

- allows you to easilly spot what is allied and what is enemy

- allows you to dicern type of unit (aircraft, ground, building)

- allows you to still recognize what player it is


I think that it can be done by using
- colors for player
- shapes for type of unit
- special markings to quickly tell what is allied and what enemy.

Special markings could be for example "cross" drawn across the symbol or something with similar visual impact. Cross would have to be in different color for different symbol colors though..
Here is what I mean:
Image
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Licho
Zero-K Developer
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Post by Licho »

*deleted, double post*
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TradeMark
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Post by TradeMark »

We cant see small shapes in the minimap, so the crosses wont work.

I still agree that the enemy and unit should be just different shaped.
To see the types of the units, we need at least 4 different shapes, but they will just mix together in the minimap. Thats why only TWO shapes for allies and enemies is the best.

And i still dont like the idea to see which units they are, they will change the gameplay, as i said before.
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Tim Blokdijk
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Joined: 29 May 2005, 11:18

Post by Tim Blokdijk »

There are Nato symbols that can be useful.
Not that this has much priority imho.
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Tim Blokdijk
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Joined: 29 May 2005, 11:18

Post by Tim Blokdijk »

Double post..
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Deathblane
Posts: 505
Joined: 01 Feb 2006, 01:22

Post by Deathblane »

In HW there was a very similar system to that. Pressing Tab would bring up a 'tactical' display that put a symbol around eachof you're ships indicating what they were. While obviously redundent for the normal range you play spring at it coudl be very usefull if the SuperCom/HW style extended zoom is enabled.
Obviously sensor dots would still show up as sensor dots but known units could have optional tactical symbols instead of dots.
Probably something simpler than the NATO system would be best but modders should have the ability to add their own symbols.
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TradeMark
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Joined: 17 Feb 2006, 15:58

Post by TradeMark »

Related to unit type viewing on minimap or in game:
I think it would be best to choose the style of viewing minimap BEFORE you start game. So you can use these features in ANY mod.

But still you dont need to use them, so you can always toggle them off in game.
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