Difference between revisions of "Template:GearList/doc"

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m (Level 1: Understanding the Templates: data data data)
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'''General Design''':
 
'''General Design''':
 
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:Why use icons at all? Text seems easier to code. Spiral Knights is a highly visual game with lots of data, even if that data is simple, there's a lot of it. Icons. Icons everywhere. Icons allow for compressed data too...once a person knows what an icon means, well, the image takes scare of all those words...so tables can be very compressed when using icons.
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:Why use icons at all? Text seems easier to code. Spiral Knights is a highly visual game with lots of data, even if that data is simple, there's a lot of it. Icons. Icons everywhere. Icons allow for compressed data too...once a person knows what an icon means, well, the image takes scare of all those words...and tooltips can be used...yeah, tables can be very compressed when using icons.
  
 
:Icons are derived from in-game icons, usually colored [[arsenal]] icons. The simplistic, familiar shapes allow easy scanning of a large table. The simplistic color meanings remain consistent in different column groups, further facilitating visual cues. Amusingly, the arsenal icons are usually divided into enough distinct smaller "shapes" to allow very clear coloring of various well-known abilities, such as "charge time reduction" and so on.  
 
:Icons are derived from in-game icons, usually colored [[arsenal]] icons. The simplistic, familiar shapes allow easy scanning of a large table. The simplistic color meanings remain consistent in different column groups, further facilitating visual cues. Amusingly, the arsenal icons are usually divided into enough distinct smaller "shapes" to allow very clear coloring of various well-known abilities, such as "charge time reduction" and so on.  
 
::[[Perk]]s and "[[Consumables#Ability Boosters|Ability Booster]]s" have heavily influenced the color symbolism in these columns.
 
::[[Perk]]s and "[[Consumables#Ability Boosters|Ability Booster]]s" have heavily influenced the color symbolism in these columns.
  
:Low/Med/High/VH values etc. Have no bearing on an icon's design, just know that these variables can be changed in the tooltip as needed. An icon is merely an indicator, the tooltip serves to clarify things for new users (and provide details for new and old users) about intensity levels.
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:Low/Med/High/VH values etc. Have no bearing on an icon's design, just know that these variables can be changed in the tooltip as needed. An icon is merely an indicator, the tooltip serves to clarify things for new users (and provide details for new and old users) about intensity levels. For a while, I wanted to scale icons to intensity, but this was generally voted out in the feedback thread.
  
 
'''Why name the icons this way?'''
 
'''Why name the icons this way?'''
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===============================-->
 
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'''Why color Weapon (HANDGUN) icons this way?'''
 
'''Why color Weapon (HANDGUN) icons this way?'''
:Blue = AS = on handle for attack speed (the perfect gun's limit is how fast you click = pull trigger)
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[[File:Wiki Image-GearList-Handgun CTR+ASI+DMG icon.png|36px]],[[File:Wiki Image-GearList-Handgun CTR+ASI icon.png|36px]], [[File:Wiki Image-GearList-Handgun ASI+DMG icon.png|36px]] and so on.
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:whitish area = ability not affected
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:Blue = Attack Speed = on handle for attack speed (the perfect gun's limit is how fast you click = pull trigger)
  
 
:Red = DMG = on the barrel for attack. Barrel gets this color because it's the most aggressive-looking part of a gun. I mean people write songs about staring down the barrel of a gun, and you see it in televised entertainment quite frequently...you get my point.
 
:Red = DMG = on the barrel for attack. Barrel gets this color because it's the most aggressive-looking part of a gun. I mean people write songs about staring down the barrel of a gun, and you see it in televised entertainment quite frequently...you get my point.
  
:Yellow = CT = on the last remaining bit for charging up. Makes sense too, where's that energy gonna balance itself with your knight's focus anyway? Backing up the attack of course! Yellow would work on handle, for sure, but then blue wouldn't make sense anywhere else to me. Maybe barrel...naw. That's too realistic for game logic. I mean barrel even influences range and spread and *rambles on.*
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:Yellow = Charge Time = Where's that energy gonna balance itself with your knight's focus anyway? Backing up the attack of course! Yellow would work on handle, for sure, but then blue wouldn't make sense anywhere else to me. Maybe barrel...naw. That's too realistic for game logic. I mean barrel even influences range and spread and *rambles on.*
 
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:Blue = I figure this takes some smarts and finesse, so it's closer to the inside of a knight than the outside, but not as central as CTR since it's used more often (and therefore more "outside" and doesn't require as much focus.
 
:Blue = I figure this takes some smarts and finesse, so it's closer to the inside of a knight than the outside, but not as central as CTR since it's used more often (and therefore more "outside" and doesn't require as much focus.
  
:Red = DMG is influenced by how the knight enforces their actions. what part of an item enables a knight to...play the game really? - so it is usually a large area on the outside of the item. There are two things that matter the most to the general community in sk - how sexy you are, and how much damage you can deal. Another reason large icon parts are red.
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:Red = DMG is influenced by how the knight enforces their actions. what part of an item enables a knight to...play the game really? Important stuff - so it is usually a large area on the outside of the item. There are two things that matter the most to the general community in sk - how sexy you are, and how much damage you can deal. Another reason large icon parts are red.
  
:Yellow = CT...picked central things. Eyes. Heart. Etc.
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:Yellow = Charge Time...picked central things. Eyes. Heart. Etc.
  
:Orange = MS. Picked things on the extremities - aerodynamics like curves and fins and such. You also moves your arms (shoulder area) a lot when you run.
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:Orange = Movement Speed...Picked things on the extremities - aerodynamics like curves and fins and such. You also moves your arms (shoulder area) a lot when you run.
  
 
}}
 
}}

Revision as of 00:43, 22 December 2014

Usage

To organize combat items for searching, comparison, and general knowledge. This template is part of a large system of templates - so read this documentation carefully before making changes. There is a template for Armor, Helmets, Shields, Trinkets, Bombs, Handguns, and Swords. These are all related to each other with icon symbolism, several #switch templates, and header-sortable table behavior. I consider the total usage (using and editing) difficulty of this "template system" to be in three levels - the first being the easiest, and the last being the "hardest" in that it is "risky" and can "break" the system. But an editor should be able to use this template and change it easily after reading this documentation. I hope. Grab some popcorn and settle in, because it's a big read!



Level 1: Understanding the Templates


The following Note is on every page that uses one of these lists (implemented by placing {{Note-GearList}} in the page code). It explains the general behavior of the template for users who may be unfamiliar with it:

The following logic explanations describe icons, their inspiration, and how they are designed.





Level 2: Populating the Templates


The game has suddenly updated with new armor items, or something. We need to add them to the appropriate list. Here's what the values mean, and where they should go:





Level 3: Updating the Templates with New Values


The game has suddenly updated with new helmet items, or something. They have stat values and intensity levels of abilities that we've never seen before. Here's how to get them into the template smoothly, so they can be sorted in with the older items:





See Also

Forum Node 105837 contains feedback and other user contributions for this enormous project. Thank you all for your time and effort.

Example GearList Image GearList Images - all images used in this template system except for actual icons of gear items. Not all images in this category are being used at the moment - some of them are "in preparation for potential future things" or "options."

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