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Danger glint obstructs view of opponents

Open User670 opened this issue 3 years ago • 8 comments

Did I submit such a problem before? image

User670 avatar Feb 13 '23 15:02 User670

Can be turned off in settings But maybe changing the effect of danger alerts is also a good idea

shoucandanghehe avatar Feb 13 '23 15:02 shoucandanghehe

What if - just what if - we move the glint behind other UI elements (including opponent fields, text on that top right corner, and whatever might be there)

How would that look?

User670 avatar Feb 13 '23 15:02 User670

Is it really necessary to see opponents' fields when you have tons of garbage in buffer? I don't think so I think the lines-thickness-curve used now is just okay Move red area to bottom layer will heavily lower the pressure. Just turn it off if you dislike it

MrZ626 avatar Feb 13 '23 16:02 MrZ626

@MrZ626 I suggest using fire (like tetr.io one), so we will have a switch to change how the red danger should appear One another option is make it fade repeatly with a loudly sfx

SweetSea-ButImNotSweet avatar Feb 16 '23 11:02 SweetSea-ButImNotSweet

~~mmm plagiarism~~

Not-A-Normal-Robot avatar Feb 16 '23 15:02 Not-A-Normal-Robot

Is it really necessary to see opponents' fields when you have tons of garbage in buffer? I don't think so

If you are doing a fast paced real-time game, you probably don't have the brain cells to watch your opponent

If you are doing turn based, you will have the spare time to screen peek, and you might have a reason to do so

If you are looking at a screenshot or a replay, heck I'd like to see the opponent

User670 avatar Feb 17 '23 12:02 User670

Still think we should give the players a choice. I would suggest to decreasing the opacity of the element so it signals the urgency but not disrupt the UX.

C29H25N3O5 avatar Feb 21 '23 02:02 C29H25N3O5

a new slider can solve this

MrZ626 avatar Feb 21 '23 02:02 MrZ626