GNOME Bugzilla – Bug 664982
Review and update artwork
Last modified: 2018-05-22 12:24:40 UTC
Review and update the artwork and make sure it is modern and consistent with the other GNOME Games.
Created attachment 204000 [details] How to use images instead of numbers The common phyical 3x3 puzzle like this tends to have images for each square instead of numbers (though these also allow rotations). It might be nice to use something like the GNOME logo on the edges.
Some work by Allan Day: https://github.com/gnome-design-team/gnome-mockups/blob/master/games/tetravex/tetravex-wireframes.png
I've done some new mockups which give more visual guidance: https://raw.github.com/gnome-design-team/gnome-mockups/master/games/tetravex/tetravex.png This makes an effort to make the tiles look like physical objects, and to make the slots clearly identifiable.
I play a lot of gnome tetravex, and I think this would be very uncomfortable, compared to the existing aesthetic; the tiles need to fit sharply together, otherwise it is harder to do the spatial thinking involved in playing tetravex.
What you could perhaps do instead, is have some sort of effect where the tiles would morph or stick to the wells, rather than creating distractions from the ways the tiles are supposed to fit together; granted I probably wouldn't want to be stuck implementing that.
(In reply to comment #4) > I play a lot of gnome tetravex, and I think this would be very uncomfortable, > compared to the existing aesthetic; the tiles need to fit sharply together, > otherwise it is harder to do the spatial thinking involved in playing tetravex. I agree that the "slots" are probably a bit too far apart in the mockups.
I would fork and maintain the old version if a new version were to introduce separation between the tiles. It's bad enough that fullscreen was cut out, but I would just play the old version if this change were made. Let me see if I can prepare a decent gapless mockup.
I'd second a tighter/gapless design.
(In reply to comment #8) > I'd second a tighter/gapless design. Me too; other than that, the design looks nice to me.
I'm predisposed, but I managed some crude mockups.. This one with flat fills on the pieces(which I think is better, but may not fit aesthetically): https://raw2.github.com/aaronhamilton/gnome-mockups/master/games/tetravex/tetravex_flatfill.png This one has some gloss: https://raw2.github.com/aaronhamilton/gnome-mockups/master/games/tetravex/tetravex.png I'm not really sure what this is supposed to look like.
I am not really comfortable with having a puzzle display its highscores only if the puzzle has been solved or aborted.
I've talked with Allan and we elaborated a bit on that. One possibility would be to remove the new-game-dialogue after you've finished the game and display the scores (high score and your score) in the newly cleared area. Then we could reuse the new-game-button that is used after you let the computer solve the puzzle for you. This seems rather slick. The original score-dialogue would remain but in playing without choosing an option from the menu, you wouldn't be delivered a pop-up or dialogue.
-- GitLab Migration Automatic Message -- This bug has been migrated to GNOME's GitLab instance and has been closed from further activity. You can subscribe and participate further through the new bug through this link to our GitLab instance: https://gitlab.gnome.org/GNOME/gnome-tetravex/issues/3.