Map Visual Improvements #152
Replies: 4 comments
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I think it should be optional per user. It's a feature that people are quite opinionated about, and it's based on personal preference, so per game would not make sense... |
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SVG graphics that are toggleable would definitely be my preference, ideally per map.. the A and F circles are simple and nice, but not at all good for older maps where i want to see era appropriate units |
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@JorenC I'm copying over your comment from a separate issue: #163
One important distinction between how the map works in this version of Diplicity vs. the old version of Diplicity is that the map is generated programmatically from a JSON file rather than loading an SVG directly. One of the main reasons for this is because the JSON file is then significantly smaller than the SVG file. Also, building the SVG from the JSON file programmatically allows us to make changes to how we render variants consistently across all variants, which I think could be a big win. For example, the noise effect that you're describing. As you mentioned, it represents a large part of the original SVG file. This isn't ideal. Instead, we could add the noise effect programmatically, so that it doesn't need to exist in the SVG file at all. This would be my preference, but I just need to work out how that would work and whether it would have a significant impact on the rendering performance of the SVG. |
I've made a very quick and dirty mockup of what these could look like. Personally, I like the rectangle for fleets, like the one in Constantinople.
If there are a lot of people who prefer graphical icons, like a battleship for fleets and a cannon for armies, this is the kind of thing that would be ideal for per-user settings. I suggest keeping the simple shapes as the default and allowing the fancier SVG shapes (preferably not so fancy that they're hard to read) in user settings if they are added.
I don't think that this should be a per-user option. Also, on the noise layer idea: I don't know if you've since solved this, but there is an SVG feature called FeTurbulence that you may be able to use to create a grainy noise layer over the map. |

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A community member raised several points about the map visuals:
Questions for the community:
About territory coloring:
The way this feature would work would be that if a player owns a province with a supply centre, e.g. Tunis, related provinces like North Africa would be coloured with that nation's color. This creates a satisfying effect when the user starts to control more and more territory, but some players might find it visually confusing.
This feature existed in the previous version of Diplicity, and some of the groundwork is already in place to add it back. However, enabling this would require additional configuration work for each variant - specifically, defining which provinces are "influenced by" each supply center to determine coloring. This adds to the maintenance burden when creating or updating variants.
Would the visual improvement be worth this tradeoff?
Implementation considerations:
If we do add territory coloring back, should it be:
My preference is to avoid optional modes where possible, as each configuration option increases complexity and maintenance burden. If there's a clear community preference for one approach, that would be ideal.
What's your take?
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