Hypr - Sensible Flying Text
Posted: Wed Feb 03, 2016 2:00 am
Hey everyone,
The relying on the combat log to monitor the battle situation is a nightmare and flying text has potential to pick up some of the usability slack.
Here's Sensible Flying Text, a simple mod that makes the following (in my opinion) quality of life changes to the "flying text" feature.
It can be found here: http://te4.org/games/addons/tome/hypr-s ... flyingtext
The following is done:
- floating text resulting from combat/etc flows in a consistent speed direction every time.
- the angle is chosen to be slightly off vertical to prevent clutter when fighting enemies directly above or below you
- the font is made larger by 4 points than normal
- rapid damage numbers and status changes no long burst out of your character's face at once. A timed queuing system is implemented, evenly spacing the appearance of new floating texts. Single file line, fewer collisions, more legibility
The effect: an easier time judging what's being done to you vs what's being done to your opponent.
Notes:
- change your flying text duration to somewhere around 20 or 30 for best effect
- timings were tested between 60 to 120 fps on my machine. I don't know how it would perform otherwise, but I don't believe this should matter.
- feedback, reports, comments appreciated
Future plans:
- menu options
- replacing instead of adding to the existing flying text code. I don't touch or replace existing code, which holds back the features
- alpha fading/some other beautification feature
- a way to make it even more orderly during huge fights
The relying on the combat log to monitor the battle situation is a nightmare and flying text has potential to pick up some of the usability slack.
Here's Sensible Flying Text, a simple mod that makes the following (in my opinion) quality of life changes to the "flying text" feature.
It can be found here: http://te4.org/games/addons/tome/hypr-s ... flyingtext
The following is done:
- floating text resulting from combat/etc flows in a consistent speed direction every time.
- the angle is chosen to be slightly off vertical to prevent clutter when fighting enemies directly above or below you
- the font is made larger by 4 points than normal
- rapid damage numbers and status changes no long burst out of your character's face at once. A timed queuing system is implemented, evenly spacing the appearance of new floating texts. Single file line, fewer collisions, more legibility
The effect: an easier time judging what's being done to you vs what's being done to your opponent.
Notes:
- change your flying text duration to somewhere around 20 or 30 for best effect
- timings were tested between 60 to 120 fps on my machine. I don't know how it would perform otherwise, but I don't believe this should matter.
- feedback, reports, comments appreciated
Future plans:
- menu options
- replacing instead of adding to the existing flying text code. I don't touch or replace existing code, which holds back the features
- alpha fading/some other beautification feature
- a way to make it even more orderly during huge fights