Art style - coherency

Pioneer is an open-ended space adventure game. Explore the galaxy, make your fortune trading between systems, or work for the various factions fighting for power, freedom or self-determination.
Homepage: http://pioneerspacesim.net/
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RE: Art style - coherency

Post by Guest »

IMHO i't much better now, with a more tansparent edge. I dislike the idea of colouring it by faction since it naturally overlaps multiple factions at times and I am reluctant to colour the vertices of the sphere + disk according to where they lie in faction volume space... though I think I could... no no, horrible idea, bad Andy! :DI admit, that I also thought that, but I didn't wrote it because I feared to be asking too much... after that volumetric-monster I proposed earlier. :DDo you plan to draw some circles on the disk? To indicate the distance, as seen in the Eve screenshot.I had another bad idea... How about having the space outside the sphere a little opaque, and black inside the sphere? Practically, the opposite of what it's now. In this manner the player can focus more on what's inside of the sphere. For the outer colour, maybe you could use that dark blue colour used in the other screens of the new ui.So: sphere as it's now, but with a clearer/darker inside and external space in dark blue colour. :biggrin:What do you think about it? TheBob, on 14 Jul 2013 - 5:25 PM, said:Don't give people the opportunity to destroy the interface. Rather, design it well and choose the colors well. I agree. :)It's better to find a good layout that gives to the player all the informations he seeks, in a clear and easy way.And since this is the "Apple" way of designing interfaces, and I am a gnu-linux fanatic (power to the user. customize everyting), now I'll go punishing myself for what I just wrote. :O
TheBob
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RE: Art style - coherency

Post by TheBob »

 Do you plan to draw some circles on the disk? To indicate the distance, as seen in the Eve screenshot. Somehow this seems a bit... I'm not sure, redundant? unnecessary? You'd only have the circles on the disc, and you'll rarely have a system in intersection with the disc. The distance to a system gets shown when you select it. Distance rings on the disc woudln't be very useful. It might be a nice visual pointer to increased hyperspace range though. Like "I dumped 5 tons of cargo, now I have two rings more, cool!". Now that I think about it, that could actually be quite important, if not really functional, then at least "motivational".
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RE: Art style - coherency

Post by Guest »

I just thought... to improve the interface could be useful to think about some scenarios. I need to go to a system that's over my range, so I have to plan some stop in the middle and find the shortest route. So I need to easly find in which systems I can stop without going too far from my ideal linear route. Or, similar: Since the time needed to arrive at HS destination is exponential (am I right?), if a need to do fast deliveres, sometimes, it's faster to do more small jumps than one single big leap.
fluffyfreak
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RE: Art style - coherency

Post by fluffyfreak »

Do you plan to draw some circles on the disk? To indicate the distance, as seen in the Eve screenshot.I had another bad idea... How about having the space outside the sphere a little opaque, and black inside the sphere? Practically, the opposite of what it's now. In this manner the player can focus more on what's inside of the sphere. For the outer colour, maybe you could use that dark blue colour used in the other screens of the new ui.So: sphere as it's now, but with a clearer/darker inside and external space in dark blue colour. :biggrin: No I think it's quite cluttered as is so I'll leave off the distance circles. Too much in there with all of the labels + stars already. The trouble with making the "outside space" opaque is that you wouldn't then be able to see through it and into the sphere... Imagine if you will a snow globe... inside a solid cardboard box :D
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RE: Art style - coherency

Post by Guest »

The trouble with making the "outside space" opaque is that you wouldn't then be able to see through it and into the sphere... Imagine if you will a snow globe... inside a solid cardboard box :D My recent trip to Flatland made me forget the third dimension. :prankster:
shadmar
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RE: Art style - coherency

Post by shadmar »

Looks good fluffyfreak, just had to try it in green too:
shadmar
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RE: Art style - coherency

Post by shadmar »

And lionhearts favorite color :)
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RE: Art style - coherency

Post by Guest »

IMO, green is good. It blends well with the grid and the final result looks like some kind of holographic projection.
nozmajner
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RE: Art style - coherency

Post by nozmajner »

Nice :)I'd say stick with a neutral gray, so it won't interfere with the faction colors.
Marcel
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RE: Art style - coherency

Post by Marcel »

@fluffyfreak,"Other stuff like being able to look around a select star systems would be a good addition to the in-flight mode." Would that mean that you'd have to take the 3D galaxy map and project it onto a sphere surrounding the player's system or is there a better way to do it?Are you actually interested in doing this? It could be extremely cool. An HUD mode that would label the systems in range in which you could look around and target a system. As eye candy/immersion your ship could rotate to face the system before engaging the hyperdrive. As an added bonus, if the targeted system is on the other side of a nearby planet you couldn't jump until the path is clear.
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