One thing I should mention is that if we can get this project going, then it may be possible in the future to allow users to
choose their own cursor set... maybe as part of a GUI skin, maybe as an entirely different, user-controlled thing (after all, GUIs can and probably will be pretty mod-specific, but a good set of cursors may be used by a given user for every game they play, just like players of FPS games tend to have a favorite crosshair bitmap).
Moving back to the main topic, though...
I think that the main thing is that each animation needs to be more explicit, and less abstract. Erom, I think the colors you used for your set were just fine- what is less than totally perfect (not, "bad", mind you- I
am using 'em) is that I think users will not be able to tell, immediately, what each one means. I think you tried too hard to copy the very abstract style of OTA... and quite frankly, while many parts of its interface were stellar, its cursors were only so-so.
Cursors really need to tell a story in 10 frames. Users should not be confused about what they can do, or figure it out by just randomly clicking on stuff. If somebody has never, ever played Spring before... the last thing they need is to have icons that don't tell them what they're able to do.
That story may be "click here to cause something to move here", or "click here to Guard this object", etc. This is harder than it sounds, especially with a 1-bit alpha and a 10-frame limit, but dozens of games have solved these problems more or less successfully.
The following may sound stupid, and of course, as artists, I want everybody to find more expressive and unique way of doing things, but here are some concrete examples:
1. For a "Fantasy Wars" set, Move would show a set of feet walking, terminating in the tip of an arrow where the legs intersect. Attack would be a pair of swords striking each other rapidly. Guard would be a shield, simply animated by lighting effects but otherwise still, Capture would be a pair of manacles, etc. In short...
tell a quick story.
2. For a futuristic set, Attack could be a shot moving rapidly from offscreen, and then an explosion. Guard could be a quick animation of a spacecraft defending a larger ship from attack. Move could be a rocket ship flying to the top of the button, using exaggerated perspective to tell the story of movement.
See what I mean here? Even OTA, which was trying to convey a sort've futuristic, abstract feel, had blatant, obvious crosshairs for Attack, which in turn changed to cool colors when you were doing "non-angry" things like Guard, and an abstract symbol for Guard.
There's nothing
wrong with approaches like Erom's, and considering how abstract and non-newb-friendly NanoBlobs is (you have to understand Spring's features, like auto-queues and chained commands to beat an AI, let alone a human) I doubt if it will matter- NanoBlobs is geared to a different audience than most mods are. Many mods, however, could use a more explicit approach... and if we can make the Cursors a user-chosen item... then people may want, and make, all sorts of silly custom cursor sets in the future, just for the heck of it
