Hey Dungeoneers, Shattered v4.0.0 has been released!

v4.0.0 is arguably Shattered's biggest update yet! There's a massive new quest, a bunch of new in-game art, 6 new enchantments, and plenty smaller changes and adjustments.

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[–] 2 points 1 month ago (7 children)

Howdy! The new update looks cool and a lot of the new graphics look pretty nice, and I'm excited for the vault quest. It looks really cool!

I am a little bit concerned about the new graphics for the scrolls, specifically. The way the runes warp on the pages look more realistic, but can make them harder to parse at a glance, which can definitely be troublesome. I'm not sure there's a lot to do about that except maybe just have the old graphics still be useable with a toggle?

On the note of accessibility, I've also recommended the game to a couple of red-green colorblind friends, and they've definitely fumbled potions because they got colors mixed up. Would it be possible to implement some kind of setting to allow custom colors for potions, or maybe just an option to add a symbol to potions similarly to scrolls?

I know this is probably a fairly minor concern, all things given, but it's been on my mind since I got back into the game recently.

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  • [–] [S] 3 points 4 weeks ago (1 child)

    I'm afraid I don't usually put in toggles to revert changes made by updates, or revert them in general, and this time isn't an exception. I understand the hesitance about new art, but this isn't the first time Shattered has had major art changes, it's not the first time people have been resistant to them, and if the past is anything to go on then people will end up getting used to these changes and will see them as an improvement.

    As for colorblind stuff, I have made some specific tweaks for them and will continue to do so as major things are brought to my attention. I'd rather just try and make the base game reasonably playable for everyone than support separate colors for different users. This is partly why potions have little icons to denote their function once you've IDed them.

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  • [–] 1 point 3 weeks ago

    Oh, don't get me wrong! I don't mean to resist the changes, because they do look nice. The scrolls are the only object that left me a thinking about their design, since I could tell it would be more difficult to keep the symbols straight in my mind. I'm not trying to trojan horse an argument about preserving old graphics in here lol

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  • [–] 2 points 4 weeks ago* (last edited 3 weeks ago) (1 child)

    As someone with red-green colorblindness, I think the newer potion art is actually slightly easier to differentiate than the old art, although I still have some trouble with golden and jade potions. I've just trained myself to always actually look at the description for a potion, which tells me what color it is. The seeds have been a lateral move, since I still can't really tell apart sungrass and swiftthistle, and now mageroyal looks like stormvine instead of sorrowmoss. The earliest tease art of the scrolls and runestones was absolutely terrible for me, but the final version is better. I think it's largely just going to be a matter of getting used to it, and I really like a lot of the new art.

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  • [–] 1 point 3 weeks ago

    It's good to hear the new potion art is an improvement on that front! I've had to make some resources for work before, and there's a certain threshold of colors where it starts getting trick to properly accommodate colorblindness at times. I can get a couple of the potions being more fickle than the others

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  • [–] 1 point 1 month ago* (last edited 4 weeks ago) (2 children)

    The way the runes warp on the pages look more realistic, but can make them harder to parse at a glance, which can definitely be troublesome.

    That's funny, because I personally make no attempt to memorize the glyphs in a run. I just inspect every scroll in the shop, and it tells you the name before you buy it. If I see one scroll I like, I can memorize the glyph for one second to count how many are being sold.

    Glyphs on unidentified scrolls don't really matter, and ID'ed ones in inventory have icons. If I see a scroll on the ground, I pick it up. The only time I inspect scrolls on the ground is if I want to use a Wand of Fireblast. If it's Upgrade, I blast away. And if I think a scroll might be Transmute (from one of those choose-three rooms) I use the note system to label it.

    So when exactly are the glyphs troublesome? They could be blank icons, and it would barely affect my gameplay. 😄

    ...maybe just an option to add a symbol to potions similarly to scrolls?

    ID'd potions already have symbols, although Toxic Gas and Paralysis can be confused since they only vary by color.

    Elixers don't have symbols, though.

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  • [–] 1 point 5 days ago (1 child)

    @Quibblekrust
    Glyphs on unID'd scrolls do matter, since some become more expensive when ID'd. I avoid to ID map scrolls for as long as possible for that reason, and I don't use them until demon halls, where they are really helpful to avoid running around too much. Buying them unID'd saves hundreds of gold.

    I also often don't use upgrade until after the blacksmith, as his upgrade ability is capped at +2, so I want to use that first before applying my upgrades.

    @probskay

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