[Kde-games-devel] KDE games walkthrough

Mauricio Piacentini mauricio at tabuleiro.com
Sat Aug 18 21:20:34 CEST 2007


Richard Hartmann wrote:
> This screenshot looks a lot better than the other one. Nonetheless, I miss the
> 'organic' look of the KDE3 balls. The dash (for lack of a better word)
> in the balls
> looks a bit artificial. If you took, say, three to seven different
> in-ball SVGs, you
> could make the game even more appealing (to me, at least ;)
> You could also, optionally, make the balls fade in and out a bit to mark the
> selection. This might be a nice effect, but one would have to play
> with it to see
> if it has ane merrit.

As for the fade in and fade out, I can probably help Henrique with this, 
just reusing some animation classes I coded for KBlocks. This is also 
something subtle that we can add during the beta phase.
As for the default look it seems ok to me. We can tweak it a little bit, 
but at this point it would be mostly a question of artistic impression, 
and it is difficult to please everyone. What we should push for imo is 
to have MORE themes for KSame and others. In the latest IRC discussion 
we talked about this a bit, and it would be really good if for each game 
(in time) we could have at least three themes: one Oxygen (the default 
as it is now), one more simplistic/retro/classic/kde3, maybe better for 
old school players (and some think it is better for playability as well 
in some cases), and one theme more edgy, agressively changing the look 
and feel of the game, just because we can :)
KMines for example is on the right path for this with the three themes 
already included in it, Default, Classic, and Garden of Danger. 
KMahjongg and KShisen also have the same with the tilesets: we have a 
default one, the traditional, and variations like classic and the new 
alphabet one, that tries to address playability issues as well as broads 
the audience for the game to include kids.

Regards,
Mauricio Piacentini


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