Difference between revisions of "User:Novaster/Sandbox"

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m (tinyfix, need to organize thoughts into better sections later)
m (cleaning)
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Icons:
 
Icons:
  
For the following table, guess what each icon means, then mouseover it for a tooltip, and then read over the notes section to reveal more logic and explanation. The goal and purpose of this is to see if we've designed intuitive icons. See [http://forums.spiralknights.com/en/node/105837?page=1#comment-967861 this part] of forum node 105837 for further details and to discuss.
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For the following table, guess what each icon means, then mouseover it for a tooltip, and then read over the [[#Logic|Logic]] section to reveal more logic and explanation.  
  
  Yeah, I'll have to reupload the first three to be a better size, sorry about that.
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The goal and purpose of this is to see if we've designed intuitive icons. See [http://forums.spiralknights.com/en/node/105837?page=1#comment-967861 this part] of forum node 105837 for further details and to discuss.
  
Low/Med/High/VH values etc. Have no bearing on the icon's design, just know that these variables can be changed in the tooltip as needed - the 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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Note: Low/Med/High/VH values etc. Have no bearing on the icon's design, just know that these variables can be changed in the tooltip as needed - the 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. The levels in these tooltips are for actual items that exist in the game already - for fun, see if you can figure out the actual item the icon could belong to. Some icons are used a lot, others...only once. So far, anyway, with the items currently in-game.
  
  
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|name=Handgun CTR+ASI+DMG
 
|name=Handgun CTR+ASI+DMG
 
|tooltip = Handgun Charge Time Reduction: Low  +  Handgun Attack Speed Increased: Low  +  Handgun Damage Bonus: Low
 
|tooltip = Handgun Charge Time Reduction: Low  +  Handgun Attack Speed Increased: Low  +  Handgun Damage Bonus: Low
|notes=
 
'''Why color icon this way:'''
 
::put the red on the barrel for attack, blue on handle for attack speed (the perfect gun's limit is how fast you click = pull trigger), and yellow on the last bit for charging up. Yellow would work on handle, for sure, but then blue wouldn't make sense anywhere else.
 
 
'''Item(s) this applies to:'''
 
::several of the new gunner items named "sacred" "animal" then their 2* version, pathfinder, sentinel, or shade.
 
::Example: "Sacred Grizzly Pathfinder Armor"
 
 
}}
 
}}
  
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|name=Handgun CTR+ASI
 
|name=Handgun CTR+ASI
 
|tooltip = Handgun Charge Time Reduction: Low  +  Handgun Attack Speed Increased: Low
 
|tooltip = Handgun Charge Time Reduction: Low  +  Handgun Attack Speed Increased: Low
|notes=
 
'''Why color icon this way:'''
 
::see first icon of this shape
 
 
'''Item(s) this applies to:'''
 
::most of the new "sacred" gunner items. These also tend to have a handgun-specific monster dmg boost too.
 
::Example: "Sacred Snakebite Wraith Armor" (monster boost being gremlin).
 
 
}}
 
}}
  
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|name=Handgun ASI+DMG
 
|name=Handgun ASI+DMG
 
|tooltip = Handgun Attack Speed Increased: Low  +  Handgun Damage Bonus: Low
 
|tooltip = Handgun Attack Speed Increased: Low  +  Handgun Damage Bonus: Low
|notes=
 
'''Why color icon this way:'''
 
::see first icon of this shape
 
 
'''Item(s) this applies to:'''
 
::most of the new "plated" gunner items.
 
::Example: "Plated Firefly Shade Armor"
 
 
}}
 
}}
  
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|name=Armor Uniform ASI
 
|name=Armor Uniform ASI
 
|tooltip = UNIFORM Attack Speed Increased: Low
 
|tooltip = UNIFORM Attack Speed Increased: Low
|notes=
 
'''Why color icon this way:'''
 
::Yellow = CTR...It is the most central thing of any combat, I think.
 
::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.
 
::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.
 
::Orange = MSI. Picked things on the extremities - aerodynamics like curves and fins and such.
 
 
'''Item(s) this applies to:'''
 
::fallen set - also has a penalty.
 
::Example: "Armor of the Fallen"
 
 
}}
 
}}
  
 
{{Novaster/IconList
 
{{Novaster/IconList
 
|name=Armor Uniform MSI + DMG
 
|name=Armor Uniform MSI + DMG
|tooltip = UNIFORM Movement Speed Increased: Low  +  UNIFORM Damage Bonus:High
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|tooltip = UNIFORM Movement Speed Increased: Low  +  UNIFORM Damage Bonus: High
|notes=
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'''Why color icon this way:'''
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::see first icon of this shape
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'''Item(s) this applies to:'''
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::black kat set - also has a penalty.
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::Example: "Black Kat Cloak"
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}}
 
}}
  
 
{{Novaster/IconList
 
{{Novaster/IconList
 
|name=Armor Uniform CTR + DMG
 
|name=Armor Uniform CTR + DMG
|tooltip = UNIFORM Charge Time Reduction: Medium  +  UNIFORM Damage Bonus:Medium
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|tooltip = UNIFORM Charge Time Reduction: Medium  +  UNIFORM Damage Bonus: Medium
|notes=
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'''Why color icon this way:'''
+
::see first icon of this shape
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+
'''Item(s) this applies to:'''
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::chaos set - also has a penalty.
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::Example: "Chaos Cloak"
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}}
 
}}
  
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{{clear}}
 
{{clear}}
  
'''Why Color these "representative" icons with these colors?'''
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==Logic==
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Here's my logic:
 +
 
 +
'''Why name the icons this way?'''
 +
:Following the order of tooltip popupinfo (top to bottom) in-game.
 +
 
 +
 
 +
'''Why Color the icons with these colors?'''
 +
 
 +
:Yellow = CTR. So, charge time...the knight focuses inward on the self. It is the most central thing of any combat, I think. For weapon icons, I put it where it made sense, but didn't give it priority. I think. Yellow is the color your knight gets when fully charged, and perks follow this too...
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 +
 
 +
:Red = DMG = threat = be obvious. DMG buffs are red, your knight gets red rings...perks follow this behavior, but it's more firey yellowy/orangey/reddish than RED red. Anyway... DMG power 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, or the part that does the pewpew or the boom boom or the slash slash. Also, players seem to care about DMG the most (CTR for bombs, of course).
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 +
 
 +
:Blue = Attack Speed. Perks use blue to indicate speed in general (MS and AS). I figure fighting with "perfect speed" takes some smarts and finesse, so it's closer to the inside, but not as central as CTR since it's used more often and doesn't require as much focus. For weapons, put it on the part that determines AS the most. Handles, or how the weapon is held and used, basically. You can have a fatty hold a thin light sword incorrectly, they'll be as slow with it as they would with a broadsword.
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 +
 
 +
:Orange = Movement Speed. This matches the color you get when you're MSI is boosted (orange thrashing vapor tendril things). It's also the color of the runner guy in the MS icon itself, whether it's a buff or a debuff. Perks don't follow this color...using blue for speed in general I guess.
 +
 
  
::Yellow = CTR. So, charge time...the knight focuses inward on the self. It is the most central thing of any combat, I think. For weapon icons, I put it where it made sense, but didn't give it priority. I think. Yellow is the color your knight gets when fully charged, and perks follow this too...
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'''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)
  
 +
: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 = threat = be obvious. DMG buffs are red, your knight gets red rings...perks follow this behavior, but it's more firey yellowy/orangey/reddish than RED red. Anyway... This 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, or the part that does the pewpew or the boom boom or the slash slash.
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: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.*
  
  
::Blue = Attack Speed. Perks use blue to indicate speed. I figure this takes some smarts and finesse, so it's closer to the inside, but not as central as CTR since it's used more often and doesn't require as much focus. For weapons, put it on the part that determines AS the most. Handles, basically.
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'''Why Armor (UNIFORM BONUSES) icons this way?'''
  
 +
: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.
  
::Orange = Movement Speed. This matches the color you get when you're MSI is boosted (orange thrashing vapor tendril things). It's also the color of the runner guy in the MS icon itself, whether it's a buff or a debuff. Perks don't follow this color...using blue for speed in general I guess.
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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? - 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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:Yellow = CTR...It is the most central thing of most combat, I think. Center center center...self and soul. Focus. And whaddaya know, perks use Focus to mean CTR too. Dat logic.
  
'''Why name these "representative" icons this way?'''
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:Orange = MSI. Picked things on the extremities - aerodynamics like curves and fins and such. You also moves your arms (shoulder area) a lot when you run.
:Generally following the order of tooltip popupinfo (top to bottom) in-game.
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Revision as of 09:03, 17 December 2014

Projects

GearLists

Icons:

For the following table, guess what each icon means, then mouseover it for a tooltip, and then read over the Logic section to reveal more logic and explanation.

The goal and purpose of this is to see if we've designed intuitive icons. See this part of forum node 105837 for further details and to discuss.

Note: Low/Med/High/VH values etc. Have no bearing on the icon's design, just know that these variables can be changed in the tooltip as needed - the 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. The levels in these tooltips are for actual items that exist in the game already - for fun, see if you can figure out the actual item the icon could belong to. Some icons are used a lot, others...only once. So far, anyway, with the items currently in-game.


Template:Novaster/IconList/Start

Template:Novaster/IconList

Template:Novaster/IconList

Template:Novaster/IconList

Template:Novaster/IconList

Template:Novaster/IconList

Template:Novaster/IconList

|}

Logic

Here's my logic:

Why name the icons this way?

Following the order of tooltip popupinfo (top to bottom) in-game.


Why Color the icons with these colors?

Yellow = CTR. So, charge time...the knight focuses inward on the self. It is the most central thing of any combat, I think. For weapon icons, I put it where it made sense, but didn't give it priority. I think. Yellow is the color your knight gets when fully charged, and perks follow this too...


Red = DMG = threat = be obvious. DMG buffs are red, your knight gets red rings...perks follow this behavior, but it's more firey yellowy/orangey/reddish than RED red. Anyway... DMG power 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, or the part that does the pewpew or the boom boom or the slash slash. Also, players seem to care about DMG the most (CTR for bombs, of course).


Blue = Attack Speed. Perks use blue to indicate speed in general (MS and AS). I figure fighting with "perfect speed" takes some smarts and finesse, so it's closer to the inside, but not as central as CTR since it's used more often and doesn't require as much focus. For weapons, put it on the part that determines AS the most. Handles, or how the weapon is held and used, basically. You can have a fatty hold a thin light sword incorrectly, they'll be as slow with it as they would with a broadsword.


Orange = Movement Speed. This matches the color you get when you're MSI is boosted (orange thrashing vapor tendril things). It's also the color of the runner guy in the MS icon itself, whether it's a buff or a debuff. Perks don't follow this color...using blue for speed in general I guess.


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)
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.*


Why Armor (UNIFORM BONUSES) icons this way?

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.
Yellow = CTR...It is the most central thing of most combat, I think. Center center center...self and soul. Focus. And whaddaya know, perks use Focus to mean CTR too. Dat logic.
Orange = MSI. 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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