-
Notifications
You must be signed in to change notification settings - Fork 4.2k
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Overhaul look around panels #39793
Overhaul look around panels #39793
Conversation
As I said in the previous PR, I'd like this to be gated by an option because a lot of the choices here are deleterious to how I process information. long term, what we want is for this sort of thing to be json-driven, but that's a much bigger project. |
This should be alright for translation formatting now. Some changes also to improve UX. |
@ymber could you please provide some screenshots with your rework? |
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Looks good as far as I can tell.
Though I'd like to see the most complex info in one picture: terrain, furniture, trap, field, vehicle, items, monster/npc.
Cool, thanks. LGTM. |
I had trouble seeing the differences from the current version to this one, so I took a couple screenshots with a monster and NPC. On the left is the master branch as of 889f657, and on the right is the new panel as of 337b496 Overall the changes look fairly subtle. I like the white highlight for the terrain (especially since it is listed at the top), and the red highlight for monster awareness. The addition of a health bar is definitely good, and the blue colors for NPC items was kind of distracting, so grey text makes sense there. @ymber Could the "Lighting:" label be restored, instead of just having the word "bright" (or "dark" etc.)? This would be more consistent with the new labels. Also, the pink color-coding for the NPC was a useful highlight to distinguish them from monsters - would you consider restoring as well? My only other concern is the increased vertical space requirement. NPC attitude ("Neutral") could perhaps go on the same line with "Aware of your presence" to save a line. |
So, while we're tampering with this, I'd like to bring up something that came up in discord recently this line is actually a complete lie. The logic behind it is not actually keying off of whether the critter/character is aware of you, but whether or not the critter/character has vision capability to the tile you're in. Notably, when We might want to pursue phrasing along the lines of: "Can see to your current location". I also agree with wapcaplet about being interested in combining it with the hostility indicator, although that's tricky with longer verbiage. Another thing we might consider adding at the bottom: terrain/furniture descriptions. We have these in-game, but they are exceedingly unobvious to get at so most people don't know they exist (which contributes to many of them being incorrect, since they're never seen). They're comparatively unimportant, so shoving them at the bottom keeps them from eating space that belongs to higher priority things. I have other desires, but I think they fall into "highly subjective bits, best reserved for hypothetical customization". I think aside from what's been mentioned above, this should be fine. |
Oh, one thing: |
Restored lighting label and reworded the awareness indicator. When AI map awareness gets reworked at some point in the future we should revisit how we communicate monster awareness to the player. I added dot padding to the health bars in this panel and in the shift+v panel while I was on. I was considering making monster and NPC names the same color as their symbols. This is the way the shift+v menu went and it seems like the best solution if white names for all monsters and NPCs makes them harder to distinguish at a glance. I think putting furniture and terrain descriptions under everything else would be bad for how information is clustered. Given how much screen space they'd take the way I'd go for that would be having an extended descriptions key in the panel that shows all that. If that's added we might want to hide monster descriptions behind it as well. |
YES PLEASE. |
|
Caught one thing with graffiti (not caused by current PR) - https://github.com/CleverRaven/Cataclysm-DDA/pull/30281/files#r429820719. Otherwise looks good for me. |
(cherry picked from commit 16aba7e)
Summary
SUMMARY: Interface "Overhaul look around panels"
Purpose of change
Shows more information in look around menus and makes it easier to read at a glance.
Describe the solution
Hijack code from #36324.
Testing
Panels render as expected.
Additional context
This is the same as where #36324 left off with some minor code changes. Still need to make it format right for translations.