Subject: Re: Symbols other than ASCII Date: Tue, 12 Mar 2002 15:01:27 GMT From: "d.brodale" Organization: Giganews.Com - Premium News Outsourcing Newsgroups: rec.games.roguelike.development "Björn Bergström" wrote: : [When] sticking to the old traditional ascii : characters [...] The problems begin when you : run out of characters... At which point one should address the issue of color as a secondary indicator for meaning. To take and example from Dungeon Crawl, types of orcs [already well-mapped as a group using the 'o' -> 'orc' verbal association] are defined by colors. However, both orc priests and orc warriors are represented by yellow o's -- not at all ideal, given that orc priests are spellcasters and orc warriors are not, and a player's reaction to seeing a yellow 'o' on-screen tends to depend on that functional distinction. In this case, synonymous display characteristics mask a fundamental and significant (in terms of player response and monster threat) game-play element. Other problems with using color subkeys to augment a limited character vocabulary also exist: * players may lack access to color displays -- not much can be done here other than to avoid use of colors for anything but secondary information; * players may suffer from color-blindness -- here I would reference issues that cropped up with Sid Meier's Alpha Centauri as a gross example of impact, and it can only be solved in limiting the scope of meaning for at-risk colors; * displays may be miscalibrated -- generally not an issue unless overly similar colors are meant to express far-from-similar ideas; * selected colors may be too close on a spectrum to convey meaningful distinctions -- limited palettes of disparate colors can solve this; * vocabulary confusion can result from using the same color to express multiple, dissimilar concepts -- impact dependent on how clear the contexts are understood to be by players; * etc. [ As an aside, it would be an interesting to implement an in-game mechanic where a particular race or character has to overcome the limitations of monochromatic or colorblind vision when identifying potions, mushrooms, monsters that only differ in color, etc. ] Sorry to run off on a tangent, but there are a lot of interesting issues raised in selecting a decent represention of a game world on-screen. ------ Another idea to throw out for consideration: Has anyone implemented coloration of objects or monsters on the basis of threat level or any similar scalar value? For example, a game that tracks monster-player relations along a friend<->foe scale and provides an option to visually map intentions of displayed monsters using a single- or multi-hued spectrum? Are there any analogous instances in which a similar approach might be a useful feature to implement? Possibly keying monster coloration on threat level (defined however: ranged threat, damage threat, magic threat) rather than subtype [as is usually standard] as a view-toggle? - don