This is a discussion thread for improving the way Angband uses colors, mainly -- and possibly also its fonts. Feel free to comment on any of the following, particularly on the key points highlighted with italics.
Discussion was kicked off by Nefandi's comment here, listing some 'most aesthetically pleasing RLs', including Angband.
Discussion proceeded as follows (key points are highlighted in italics, side comments are mostly omitted, some sentences clarified). Later Nick offered his comments.
tilkau
Have any screenshots? Last I checked Angband had way oversaturated text (primary green/yellow/blue/red/cyan etc) with too-high contrast. This is on Arch Linux, angband 4.0.3, run with angband -mx11.
This album shows what I see.
Nefandi
I like many of the points you list. You seem to have a fine taste. However...
I disagree because I'm a low vision player and so I don't do well with thin wispy fonts or tiny fonts. I prefer big fat super-legible fonts, if possible. (Although there is such a thing as too fat even for me when it comes to fonts. If I were a font designer I could probably be more specific about the thickness, but my knowledge of typography is only 1 notch above the pedestrian level.)
If anything, Angband's uppermost font size is way too small for me, but it's doable.
I particularly like the dots on the floor. Those are some sexy dots, if you ask me. (The floor's dots are one kind of glyph (? right term?) that I actually don't need or want to be very fat in a roguelike. In print I do like fat dots, commas, etc.)
tilkau
Heavy is relative to the contrast you use. Changing that white to light grey, and dropping the saturation of the primaries, would immediately make the text appear less heavy, without actually making it take up less pixels. I'm not sure how this interacts with your low vision, but if darkened areas as they currently are look okay to you then this might be fine.
Nefandi
I pretty much 95% agree with everything you say. But even if you take a 1px wide thin wispy font and crank the luminosity, saturation, way up, I still wouldn't like it. So maybe a somewhat heavy font can be 'rescued' by toning down saturation and/or luminosity, but from my POV a wispy font is less able to be rescued by tuning these values up.
I just seriously dislike thin, wispy fonts that look like spider webs. But it's possible for a font to get too heavy too, even for me.
Maybe the # glyph is a bit of an offender, but I kinda like it, actually. They're supposed to be walls... so it's forgivable in that case. And normally I would not like airy dots, but as a floor glyph, it's perfect.
[...]
tilkau
wispy fonts
In case it's ambiguous, I don't really want to thin angband's font -- it's curves could be a little more elegant, like fantasque sans mono, but otherwise it's not bad.. Just the way it is used.
[some posts omitted]
( there was also a separate thread here, but the only thing of note IMO was the following : )
tilkau
[...]
Solarized is sort of the exemplar of exploiting balanced hue contrasts to produce a color scheme that's both gentle and quite visible; it is even swappable between dark and light like you mentioned.
[...]
(I brought the thread to his attention and Nick replied as follows : )
nck_m
[...]
Discussion was kicked off by Nefandi's comment here, listing some 'most aesthetically pleasing RLs', including Angband.
Discussion proceeded as follows (key points are highlighted in italics, side comments are mostly omitted, some sentences clarified). Later Nick offered his comments.
tilkau
Angband 4 (the latest vanilla, looks damn great imo)
This album shows what I see.
- Just changing a lot of the characters that are rendered with white to the light pastel blue or light grey would help a lot
- Desaturating the colors shown as P y R G B T in the color editor(Press =, c, c), and darkening them slightly, would probably also help a good deal.
- Town looks better than it used to. more interesting design too
- Lit squares are too high contrast. white on black can get out. Try light grey on dark grey, at least for squares that don't have a monster or item.
- Unlit squares look good.
- Font is generally heavy (which worsens any high-contrast problems)
- Status screen is way too high contrast, it makes it a busy mess. Ditto for standard sidebar, death screen, highscore list, most of inventory / menu system.
- Status line (ie. L:1 Confused etc) seems decent, if a little high contrast. Might be improved by adopting DCSS's practice of using different background colors for different statuses (not sure whether that would be practical.. I know Angband has a truckload of statuses..)
Nefandi
I like many of the points you list. You seem to have a fine taste. However...
Font is generally heavy
If anything, Angband's uppermost font size is way too small for me, but it's doable.
I particularly like the dots on the floor. Those are some sexy dots, if you ask me. (The floor's dots are one kind of glyph (? right term?) that I actually don't need or want to be very fat in a roguelike. In print I do like fat dots, commas, etc.)
tilkau
Heavy is relative to the contrast you use. Changing that white to light grey, and dropping the saturation of the primaries, would immediately make the text appear less heavy, without actually making it take up less pixels. I'm not sure how this interacts with your low vision, but if darkened areas as they currently are look okay to you then this might be fine.
Nefandi
I pretty much 95% agree with everything you say. But even if you take a 1px wide thin wispy font and crank the luminosity, saturation, way up, I still wouldn't like it. So maybe a somewhat heavy font can be 'rescued' by toning down saturation and/or luminosity, but from my POV a wispy font is less able to be rescued by tuning these values up.
I just seriously dislike thin, wispy fonts that look like spider webs. But it's possible for a font to get too heavy too, even for me.
Maybe the # glyph is a bit of an offender, but I kinda like it, actually. They're supposed to be walls... so it's forgivable in that case. And normally I would not like airy dots, but as a floor glyph, it's perfect.
[...]
tilkau
wispy fonts
In case it's ambiguous, I don't really want to thin angband's font -- it's curves could be a little more elegant, like fantasque sans mono, but otherwise it's not bad.. Just the way it is used.
[some posts omitted]
( there was also a separate thread here, but the only thing of note IMO was the following : )
tilkau
[...]
Solarized is sort of the exemplar of exploiting balanced hue contrasts to produce a color scheme that's both gentle and quite visible; it is even swappable between dark and light like you mentioned.
[...]
(I brought the thread to his attention and Nick replied as follows : )
nck_m
[...]
- Fonts vary a lot between the frontends - there's Windows, OS X and three Linux ones (x11, sdl and gcu). The x11 port has not had any attention for some time; if you can suggest a better default font or other specific improvements, that would be great.
- I find it very hard to disagree with anything you've said about colours. Desaturating the colours you've suggested is certainly something that could be one, and where we would appreciate suggestions (preferably with actual numbers); it's possible that some need higher contrast too (notably b and D, and possibly v and U). A quick experiment tells me that mostly changing w->W and only using w for effect should be a win.
- Status screen, I could not agree more. A complete redesign of at least colour and preferably format as well would not be before time. Other menus a bit too, although desaturating colours and doing the w->W thing may solve a lot of that.
- Many of the specifics are or could be encoded in files in lib/customize - for example, the colours of terrain for different lighting states. As an example (done for tiles, but the same idea works for ascii), look at lib/tiles/shockbolt/graf-shb.prf.
Comment