User:Novaster/Sandbox

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Revision as of 07:38, 17 December 2014 by Novaster (Talk | contribs)

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Projects

=GearLists

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 this part of forum node 105837 for further details and to discuss.

  Yeah, I'll have to reupload the first three to be a better size, sorry about that.

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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Why Color these "representative" 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.
Red = DMG = threat = be obvious. Perks and Buffs use red to indicate increased damage power. 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.
Blue = Attack Speed. Perks use blue to indicate attack 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.
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.


Why name these "representative" icons this way?

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

For colorblind ppls, I tried to keep the shade/intensity differences dis

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