#6 Townforge visual identity

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opened 3 years ago by Thr0lu5 · 4 comments
Thr0lu5 commented 3 years ago

"Visual Identity" is to be interpreted as: Colors, fonts, logo, game graphics (UI, textures lighting and overall looks), website, social media and/or any other visual element related to Townforge.

Visual identity is a cohesive look and feel, a unique style that distinctly identifies the game. It not only creates the first impression on new players, but also give all of them a good experience with a more immersive game.

If properly developed should drawn benefits as:

  • Awareness: as identity becomes more developed and thus recognizable, awareness will grow.
  • Collaboration: a well defined visual identity makes easy for UI designers, Texture artists and content creators to collaborate.
  • A bond: from the player’s point of view, a strong identity creates a sense of belonging and reliability.
  • Savings: a well-designed early identity will save time. No need to constantly reinvent graphics, identity is well-established and solid.

Visual identity must fulfill some essential functions:

  • It is recognizable: by being simple and clear
  • It gives the game personality
  • It help players immersion
  • It is easy on the eyes for long hours of game play
  • It is appealing to the target audience

All visual identity related to the game should follow a established color pallet and application rules defined by a visual identity guideline for Townforge. (e.g. https://foundation.wikimedia.org/wiki/Visualidentityguidelines)

Townforge goal is to be as light as possible, good visuals don’t necessarily mean high-end and heavy graphics, but good aesthetics and harmony.

The following basic topics, are crucial for further development of a visual identity for Townforge:

  • Color pallet: They will represent the game feeling and intention.
  • Text Fonts: Represents the tone and values of the game

Both should be chosen with the target audience and game proposal in mind.

"Visual Identity" is to be interpreted as: Colors, fonts, logo, game graphics (UI, textures lighting and overall looks), website, social media and/or any other visual element related to Townforge. Visual identity is a cohesive look and feel, a unique style that distinctly identifies the game. It not only creates the first impression on new players, but also give all of them a good experience with a more immersive game. If properly developed should drawn benefits as: - Awareness: as identity becomes more developed and thus recognizable, awareness will grow. - Collaboration: a well defined visual identity makes easy for UI designers, Texture artists and content creators to collaborate. - A bond: from the player’s point of view, a strong identity creates a sense of belonging and reliability. - Savings: a well-designed early identity will save time. No need to constantly reinvent graphics, identity is well-established and solid. Visual identity must fulfill some essential functions: - It is recognizable: by being simple and clear - It gives the game personality - It help players immersion - It is easy on the eyes for long hours of game play - It is appealing to the target audience All visual identity related to the game should follow a established color pallet and application rules defined by a visual identity guideline for Townforge. *(e.g. https://foundation.wikimedia.org/wiki/Visualidentityguidelines)* Townforge goal is to be as light as possible, good visuals don’t necessarily mean high-end and heavy graphics, but good aesthetics and harmony. The following basic topics, are crucial for further development of a visual identity for Townforge: - Color pallet: They will represent the game feeling and intention. - Text Fonts: Represents the tone and values of the game Both should be chosen with the target audience and game proposal in mind.
Owner

I generally agree that a consistent design is good where possible.
The lowest hanging fruit is probaby the UI, which can be skinned (it's using library defaults at the moment).

I generally agree that a consistent design is good where possible. The lowest hanging fruit is probaby the UI, which can be skinned (it's using library defaults at the moment).
Setvin commented 2 years ago

I think because of the block desgin the visual identity of the game world comes quite naturally. All buildings have a specific style and the time period is quite clear.

While admin is right to suggest users can customize their experience, those users would not be near "low hanging fruit." Those users would be closer to being devlopers or having technical knowledge themselves.

We should not make the assumption that the "lowest hanging fruit" or more accurately, the least common denominator amoung our player base will go to great lengths to customize or personalize their experience.

They want their game packaged to them in a neat box, and that point should not be met lightly.

So I would argue quite the opposite, right now the building experience is actually quite fleshed out. The UI is what is lacking, and my raised issues mostly reflect that. They are indeed the easiest to implement - so why overlook such a crtical feature which can so easily be addressed?

Simply put, to appeal to more users we need to assume they will never lift a finger to help themselves.

I think because of the block desgin the visual identity of the game world comes quite naturally. All buildings have a specific style and the time period is quite clear. While admin is right to suggest users can customize their experience, those users would not be near "low hanging fruit." Those users would be closer to being devlopers or having technical knowledge themselves. We should not make the assumption that the "lowest hanging fruit" or more accurately, the least common denominator amoung our player base will go to great lengths to customize or personalize their experience. They want their game packaged to them in a neat box, and that point should not be met lightly. So I would argue quite the opposite, right now the building experience is actually quite fleshed out. The UI is what is lacking, and my raised issues mostly reflect that. They are indeed the easiest to implement - so why overlook such a crtical feature which can so easily be addressed? Simply put, to appeal to more users we need to assume they will never lift a finger to help themselves.
Setvin commented 2 years ago

To add to this, some users may also be "purists"

I typically play without mods. Rimworld, elderscrolls, wow, you name it. Runelite was the exception for a long time, but now the old school runescape client has implemented features of mods into the base client becuse they were so widly popular (I imagine the devs never understood why players would care)

I like vanilla uis - so I expect a good experience. We are appealing to customers and therefor they will always be right.

To add to this, some users may also be "purists" I typically play without mods. Rimworld, elderscrolls, wow, you name it. Runelite was the exception for a long time, but now the old school runescape client has implemented features of mods into the base client becuse they were so widly popular (I imagine the devs never understood why players would care) I like vanilla uis - so I expect a good experience. We are appealing to customers and therefor they will always be right.
Owner

When I said "The lowest hanging fruit is probaby the UI, which can be skinned", I meant "the easiest way to improve the game's visual identity is probably to tweak the UI, as it can be changed without resorting too much on code changes" :) ie, it's something a new contributor can get into more easily than diving into C++.

When I said "The lowest hanging fruit is probaby the UI, which can be skinned", I meant "the easiest way to improve the game's visual identity is probably to tweak the UI, as it can be changed without resorting *too* much on code changes" :) ie, it's something a new contributor can get into more easily than diving into C++.
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