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dcss:brainstorm:interface:status_light_colors [2014-08-17 00:51]
Siegurt
dcss:brainstorm:interface:status_light_colors [2014-08-17 00:52] (current)
Siegurt [Categorizing Status effects gives players predictable rules]
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 Right now, other than through trial and error, it's really impossible to know which status's will be cured by what. Right now, other than through trial and error, it's really impossible to know which status's will be cured by what.
 ==== Categorizing Status effects gives players predictable rules ==== ==== Categorizing Status effects gives players predictable rules ====
-Giving people something they can expect 'Oh that's a blue effect, That's "magic" and can cured with cancellation and resisted with magic resistance' gives us a cleaner and more predictable interface.+Giving people something they can expect 'Oh that's a blue effect, That's "magic" and can cured with cancellation and resisted with magic resistance', 'Oh red is a "physical" effect it can be cured with a potion of curing' gives us a cleaner and more predictable interface.
 ==== Some things use status light colors to convey information already ==== ==== Some things use status light colors to convey information already ====
 But it's inconsistent, Some effects get darker when they are starting to wear off, some don't. Some change colors to indicate "severity" (I.e. Poison and contamination) I don't think that's a huge sacrifice. But it's inconsistent, Some effects get darker when they are starting to wear off, some don't. Some change colors to indicate "severity" (I.e. Poison and contamination) I don't think that's a huge sacrifice.
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dcss/brainstorm/interface/status_light_colors.txt · Last modified: 2014-08-17 00:52 by Siegurt
 
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