Sipho
Consuela 4 Oct, 2023 @ 5:18pm
Had my run destroyed by an unclear boundary I got caught on.
So, make the boundaries as clear as they are in the build mode. From a game play perspective, a lot of the time it's not clear what you can swim through and what you can't. Things blend in. I got caught on a POS that was a shade different than the water around it. Very extremely not cool. I had a good run going. I was kiting a thing while launching swarmer's at it. It was one of those things where the entire front shoots flak at you, so it was killing my swarmers so I built a long arm to the side so that they can launch to the side of the incoming fire. It was kind of slowly working. Please highlight the edges in a way that is clear.
Iced, with your "constructive input", seek help, get sunlight, get multivitamins, eat protein, stop eating sugar, stop drinking caffeine at 1am so you can sleep, and you will be better. Nothing at walmart is as good as this game.
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Showing 1-3 of 3 comments
Dominas  [developer] 5 Oct, 2023 @ 2:12am 
Thank you!
Do you mean this as a general isssue in Sipho or did you run into a single-instance of dark looking obstacle? Do you remember which area it was?
There is one bug I'm meaning to fix with obstacle darkness, hopefully that was that single instance - when at certain boundary depth obstacles appear darker than they should be
Dominas  [developer] 5 Oct, 2023 @ 2:54am 
Took a stab at that issue and next update shouldn't have any "false-positively" coloured rocks. If there are - it means maybe they shouldn't be spawned there and a bug should be reported. Thank you!
Consuela 6 Oct, 2023 @ 12:17pm 
Originally posted by Dominas:
Thank you!
Do you mean this as a general isssue in Sipho or did you run into a single-instance of dark looking obstacle? Do you remember which area it was?
There is one bug I'm meaning to fix with obstacle darkness, hopefully that was that single instance - when at certain boundary depth obstacles appear darker than they should be
Hi. I think it's in general. For example, even in that open water level 11, The top and bottom levels are of a very similar color and brightness. I should take some screenshots and post really.

In general, I find that there are a lot of similarly colored obstacles that are the same or very similar color and brightness to the background. The complete contrast of this problem is when you bring up the mutation menu and all obstacles are pure black with big fat thick white outline. In that situation, it is impossible to mistake where you can go and what you will run into.

So, artistically speaking... Some sort of clear variation between the walls and the background using more saturated colors for the level you are on, and less saturated for the background, as is the case visually with distance in the real world. I know that a big fat white border wouldn't mesh with the current art style. But maybe some sort of edge shader can be applied on the boundary edges of the walls. Maybe they can be highlighted when you are in proximity of the walls so that if you are half the screen away the boundary edge light shader will become highlighted, and when you are far away this highlight shader would not appear.

Now that I think of it, that mutation mode where walls turn black with the fat white border shows that it should be easily doable. An artistically appropriate version of that same fat border can be applied to the regular game play graphics. Artistically appropriate meaning casting a glow on the edges when you move near them so its not necissarily always visible? Near being half the screen, so that you start seeing the edge the closer you get to it at about half the screen size or something, whatever works for the hectic gameplay.

The areas in specific are where the foreground assets are too similar in color and brightness to the background. It's perfectly fine though when you have like the dark brown obstacles on the light blue depth beneath. The boundary edges there are perfectly visible.

I hope this help explain it. Thanks for listening.
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