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IDProjectCategoryLast Update
0018942Starward RogueSuggestionJan 30, 2017 9:59 am
ReporterPepisolo Assigned ToChris_McElligottPark  
Severitytrivial 
Status acknowledgedResolutionopen 
Product Version1.700 (Beta) 
Summary0018942: Pickup outlines for higher clarity
DescriptionFeedback from steam user Imas.

"Exp drops are sometimes kinda hard to spot too - I'm not sure why, but I think it's because unlike health and coinds, they don't really animate a lot to stand out from the background that is just as colourful as the little blue or green sphere of Exp.

I missed a dropped item once or twice too until I checked the map to see if I missed anything, since there are some that can look kinda similar to floortiles. I forgot what it was, but I remember one that looked like a gray disk and blended really well with the floor texture and the gray circles that come up sometimes as floor tiles (I think they can spawn drops?).
Maybe add a little glow-like outline to those if there are no more enemies in the room to worry about?"
TagsNo tags attached.

Activities

Pepisolo

Jan 30, 2017 9:27 am

developer   ~0045747

Last edited: Jan 30, 2017 9:27 am

Support from piccolo255

"I'd like to add my support for this :)
An outline around item pickups in cleared rooms would be a great quality-of-life feature!"

Chris_McElligottPark

Jan 30, 2017 9:59 am

administrator   ~0045748

This should be a pretty trivial thing for us to code in for cleared rooms if desired.

Basically:

- If the room is cleared, then any pickups draw with a secondary copy of themselves underneath themselves with the diffuse set to black, in a new layer below the normal pickups layer. That would be drawn at something like 1.1 scale.

- If we wanted to have that layer pulsing somewhat on item pickups to add even more visibility, that would cost next to nothing on the CPU, and could just be a sin wave of 0.05 magnitude around the 1.1 base scale for the black outline.

- That said, if this is needed after room clear, I guess there's a question of whether or not that is need _always_. That is also trivial to add, although you're talking about a mild bit more graphics load during actual gameplay when there might be a ton of bullets flying around.

- I doubt that last would be a substantial performance problem unless there were absolutely a ton of items out there at once on the screen for some reason AND a lot of other stuff was going on. I think we resolved all such situations in the past (combining EXP drops into larger single-denomination bundles, for instance).

Thoughts?

Issue History

Date Modified Username Field Change
Jan 25, 2017 10:44 am Pepisolo New Issue
Jan 30, 2017 9:27 am Pepisolo Note Added: 0045747
Jan 30, 2017 9:27 am Pepisolo Note Edited: 0045747
Jan 30, 2017 9:59 am Chris_McElligottPark Note Added: 0045748
Jan 30, 2017 9:59 am Chris_McElligottPark Assigned To => Chris_McElligottPark
Jan 30, 2017 9:59 am Chris_McElligottPark Status new => acknowledged