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paipa | 1 year ago
I suggest to minimize visual clutter, because any new player's brain will be overloaded trying to figure out a board, and less is sometimes more.
I'd remove the forward direction triangles where they can be unambiguously inferred from the baseline. A lower grain contrast wood texture might be a good idea too.
You mentioned you sometimes use five tile colours but you can probably improve it: yes, the four colour theorem guarantees that :)
frading|1 year ago
Displaying them on some tiles only is something I have not thought of. My first reaction is that it may feel harder to read, as tiles with an arrow may look like they would act differently than those without? We may induce the idea that it has a different purpose. So for now, I'd prefer a solution that would look the same on all tiles, I think that's much easier to parse. But then I should probably give this a try before rejecting it.
You do have a good point regarding the wood texture, I've tried other textures, but couldn't find a better one yet. But I'm sure that's possible. Nevertheless for now, you can also display different skins: https://imgur.com/a/zitKlpz
And thanks a lot for mentioning the four colour theorem. I'm looking at its wikipedia page now. I'm sure I came across it many times before, but I did not think about it when tackling this part of the problem. My implementation is here is anyone can spot my mistake: https://github.com/polygonjs/polygonjs/blob/master/src/engin...
wizzwizz4|1 year ago