Counter visibilty on low contrast maps/charts

General discussion about ZunTzu in English.

Moderators: Ichibrothers, Cambronne, Chobham_1980

Post Reply
User avatar
Bill Barrett
231
Posts: 343
Joined: 25 May 2008, 13:25

Counter visibilty on low contrast maps/charts

Post by Bill Barrett »

One thing I'd like to see implemented is a "pulse/flash" option for counters (and maybe cards etc with an "and/or" condition). At the moment it's often very difficult to clearly identify the "active" components in a game, particularly if there is low contrast between counters and map.

Thus far I've made do with repeatedly clicking on the "Trowel" (Terrain) icon to make everything flash, but I think it would be much better if there was a dedicated icon (or keypress) for this...
User avatar
Easy
Posts: 26
Joined: 04 Dec 2013, 21:42

Post by Easy »

Typically, I'd expect drop shadows to cover most contrast issues.

Is it non-trivial to change the graphics to fix the contrast issue directly? Add borders to the counters or change the color of the terrain, perhaps? I suppose if you are working with official art you don't want to alter it.

I'd be interested in seeing an example screenshot, if it's not too much trouble.
User avatar
Bill Barrett
231
Posts: 343
Joined: 25 May 2008, 13:25

Post by Bill Barrett »

It's mainly an issue with large wargames, where you frequently want to zoom out to review the overall strategic situation. The "shadows" on counters quickly become invisible even at low extremes...
dulcaoin
Site Admin
Posts: 79
Joined: 26 Aug 2014, 01:30
Location: Denver, Colorado, U.S.A.

Post by dulcaoin »

Bill Barrett wrote:It's mainly an issue with large wargames, where you frequently want to zoom out to review the overall strategic situation. The "shadows" on counters quickly become invisible even at low extremes...
Are you thinking of something like pulsing all the counters on the map as if you were hovered over them with the mouse?

We might be able to add a toggle for that over on the side, near the trowel control..? Would that do what you're thinking?

-- joshua
User avatar
Bill Barrett
231
Posts: 343
Joined: 25 May 2008, 13:25

Post by Bill Barrett »

Are you thinking of something like pulsing all the counters on the map as if you were hovered over them with the mouse?
Exactly that, but I think there should also be an option to include/exclude cards too (and maybe terrains).
We might be able to add a toggle for that over on the side, near the trowel control..? Would that do what you're thinking?
That would suit me.

Regards, Bill.
dulcaoin
Site Admin
Posts: 79
Joined: 26 Aug 2014, 01:30
Location: Denver, Colorado, U.S.A.

Post by dulcaoin »

Bill Barrett wrote:
Are you thinking of something like pulsing all the counters on the map as if you were hovered over them with the mouse?
Exactly that, but I think there should also be an option to include/exclude cards too (and maybe terrains).
We might be able to add a toggle for that over on the side, near the trowel control..? Would that do what you're thinking?
That would suit me.

Regards, Bill.
This needs some "cook time," but my current thinking is maybe three new icons at the bottom in the icon/command bar. Hovering over a given icon type with the mouse would pulse-highlight all items of that type. Clicking would toggle it on. This allows the categorization you're thinking, Bill, but also allows someone who wants them to stay highlighted during play could toggle them on.

There are two issues outstanding:
1) the difference between pulsing because of this toggle and pulsing because of local mouse hover needs to be differentiated. Different colors or rates, maybe. This needs some further thought/consideration.
2) this is a PC/mouse centric approach, it won't function as well with tablets (forcing the tablet user to toggle displays that shouldn't HAVE to be toggled, IMO -- that's why I added the hover idea)

-- joshua
Post Reply