ORIGINAL: Shark7
As a person who is challenged in seeing differing shades of colors (not color blind), basically I can see no difference when you use just shades of grey.
Might I suggest the following:
Strategic: Yellow borders
Luxury: Red Borders
Manufactured: Blue borders
By doing them in such obviously differentiated colors, most people should be able to tell the difference between them. The different shades of grey on such a small scale really do tend to all look the same, while using the primary colors makes each type vastly different from the others.
Well that must be a very difficult condition to live with Shark7. Your feedback is valuable and noted.
I don't want to use primaries because I still want to use different colours for components as well, in fact even types of components - for example red for weapons, blue for shields, green for armour (but not gaudy colours). So, yeah... I'll have to come up with another system. 3 of the ideas that come to mind are:
1) Move the dog-ear from the top-left to the top-right, bottom-left, and bottom-right to differentiate, while maintaining nuetral border colours; or
2) Get away from coloured borders altogether and have for example a coloured strip along their top or bottom edges, separated from the main icon image to avoid the colour-distraction issue. It's important to have the main icon image as recognisable as possible due to how small the game makes them, and the main way to do that is with colour differences... big, bold, undiluted colour differences. That means that differentiation has to take a second place seat... it's FAR more important that a player can identify the resource/component at a glance than it is to recognise what type it is. After all any decently experienced player will know exactly what type it is if they know what the resource or component is, so in fact differentiation of type is almost unrequired... certainly not worth upsetting the recognisability of the icon itself over.
3) Releasing more than one set of resource image folders, and a player can CHOOSE their colour scheme. It'd be simple enough to do... either have two different entire mods, or just specific image folders that players can rename/remove to suit themselves.
All of the above options are easy enough to do, and there's enough demand from you guys for different colours between resource types to make it worthwhile to do.
ORIGINAL: Hattori Hanzo
so the manual pages we have seen above will be part of the manual of your new game, right ?
That is correct. I stress that this is a work in progress that I began many years ago and have worked on in my own time. It is now at a point where I want to program a demo and/or an alpha... every part of it is designed... all it needs now is actual coding as well as a swathe of rolled out images to suit templates I've built... for example more planets like the blue ocean planet you see in the sea-of-stars banner in this thread, and in one of the double-page-spreads shown in my last post. I have built a desert planet, a barren moon, an asteroid, and an asteroid field all to levels I'm happy with. But as you can imagine there is a lot left. It is something that I will do as part of the actual game's development.
ORIGINAL: phi6
Looks and sounds amazing! And very interesting that you're using DWU as a kind of test bed for your own game mechanics. This makes me think: Are you making a kind of spiritual 3D successor for DWU? If so, that's very exciting.
One request from me, can you upload higher quality images of your manual above? I'd love to see them up close in more detail and be able to read the text as well.
Now this thread is getting more and more interesting!
Well thank you again Phi6! I'm not making a spiritual 3D successor for DWU, however there are certain parallels.
Basically what's happened is this:
1) One day I had a brain storm about the type of game I'd love to play.
2) Designed it out, and began building graphics for it.
3) Finished designing it in minute detail (from tech trees to combat resolution), and produced templates and many instances of virtually every aspect of it.
4) Designed and drew up the manual you saw a couple of pages from in the above post... it's about 30% completed and is intended to be a really slick glossy printed A4 landscape manual that ships with the game (as well as PDF of course). In my opinion physical proper manuals are super sexy and worth paying premium for a boxed game to get.
5) Reached a road block due to not being able to program an Alpha myself, nor have the funds to pay a programming team (yet).
6) Crowd-sourcing became a real possibility, but to do that I think it would be a good idea to have some sort of functioning demo.
7) Browsed through every space-simulation game until I found DWU which not only has a resource and tech system similar in detail to what I want to bring to Sea Of Stars, but also allows modding.
It's not a sequel to DWU, I'm simply using the moddability of it to play with aspects such as UI readability, tech trees that are believable and in depth, and as a next "half step" towards building an Alpha. Once I have a successful mod of SoS on the DWU platform I will launch a crowd-sourcing bid, and post everything I have on it, including the mod, the brochure, the entire plan.
I don't want to turn this thread into a focus on the new game... this is a mod development thread. However if you want I will post up one of the above pages in full-size PDF so that you can read through it - pick a page and I'll upload it as an attachment.
Thanks for your interest guys it's really flattering.
Meanwhile let's make a seriously cool mod for DWU.